Optimizing Global Game Publishing Efficiency with ONE SDK/API: Architecture, Metrics, and Practices
Bilibili’s ONE SDK/API unifies 22 fragmented game SDK variants across brands, regions, and devices into a single, adapter‑based package with centralized parameter management and automated multi‑channel builds, slashing global integration time from 60 to 15 days, cutting parameter awareness by 90 % and duplicate development effort by at least 75 %.
In response to strict company-wide efficiency requirements, Bilibili's game technology middle platform has been exploring ways to improve global publishing efficiency. The SDK, a core product for game development, provides capabilities such as account, transaction, compliance, social, and marketing, and currently exists in 22 different variants.
The existing SDK groups are categorized by three dimensions: publishing brand (e.g., bilibili, whiteboard, D/K), publishing region (e.g., Mainland China, Traditional Chinese, Korea, Southeast Asia, Europe‑America), and device type (iOS, Android, PC). Different brand‑region‑device combinations lead to duplicated API definitions and standards, forcing developers to integrate multiple SDKs and server APIs for each cooperation mode.
To address the lack of unified standards and the fragmented workflow, the ONE SDK/API project was launched to provide a one‑stop experience that enhances connectivity, usability, and automation across the SDK and backend systems.
After completing the ONE SDK/API project, the team measured its impact using the game "Kenny: Peace Guard" as a case study. The results showed a reduction of average global integration time from 60 days to 15 days (a 4× improvement), a decrease of the parameter‑awareness scope by at least 90%, and a reduction of duplicate development effort by at least 75%.
The analysis follows Simon Sinek’s Golden Circle framework (Why, How, What). The overarching goal (Why) is to boost efficiency, which is broken down into improving individual efficiency and collaborative efficiency. Individual efficiency focuses on three stakeholder groups—game developers, platform operations, and platform technology—identifying intrinsic and extrinsic complexity (as described by Fred Brooks) and proposing measures such as domain terminology alignment, client‑side architecture upgrades using dependency inversion and adapter patterns, clear service boundaries, and unified API management.
Collaborative efficiency examines the interactions among the three stakeholder groups and proposes a unified ONE SDK layer, a global publishing management system, and systematic parameter governance to streamline communication and reduce manual effort.
The ONE SDK is designed with a split‑package strategy: Android AARs and iOS frameworks are provided, with core libraries (Main Lib and BaseLib) required for login and payment, and optional modules for additional features. An adapter layer abstracts the diverse underlying SDKs, enabling a single global API surface while preserving channel‑specific functionalities.
On the backend, the ONE API consolidates domain services, enforces a single code repository for API definitions, and clarifies application boundaries to avoid “code drift” over time.
A new GlobalGame model replaces the legacy game and game_base concepts, allowing a single global identifier to drive parameter configuration across all brands and regions. Issuance plans are defined by combining region, brand, and channel, enabling the aggregation of previously isolated publishing systems into a unified global publishing management platform.
Parameter management is centralized, reducing cognitive load and manual configuration. Automated generation of configuration files (e.g., sdk-service.json) allows developers to simply place a single file in the project, eliminating the need to understand numerous individual parameters.
The packaging system integrates the ONE SDK, supporting one‑click multi‑channel builds for both Android (using AARs and script‑based re‑packaging) and iOS (using framework replacement and Xcode project modification). This enables a single integration point for developers while supporting dozens of distribution channels worldwide.
Compatibility considerations ensure a low‑cost migration path from legacy systems. The new system reuses existing data structures, adds minimal extensions, and provides process mapping tables to keep old and new workflows aligned during the transition period.
References include works by Simon Sinek, Frederick Brooks, Martin Fowler, Eric Evans, and several internal Bilibili technical articles on multi‑channel packaging and efficiency metrics.
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