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  • Building delightful Android camera and media experiences



    Posted by Donovan McMurray, Mayuri Khinvasara Khabya, Mozart Louis, and Nevin Mital – Developer Relations Engineers

    Hello Android Developers!

    We are the Android Developer Relations Camera & Media team, and we’re excited to bring you something a little different today. Over the past several months, we’ve been hard at work writing sample code and building demos that showcase how to take advantage of all the great potential Android offers for building delightful user experiences.

    Some of these efforts are available for you to explore now, and some you’ll see later throughout the year, but for this blog post we thought we’d share some of the learnings we gathered while going through this exercise.

    Grab your favorite Android plush or rubber duck, and read on to see what we’ve been up to!

    Future-proof your app with Jetpack

    Nevin Mital

    One of our focuses for the past several years has been improving the developer tools available for video editing on Android. This led to the creation of the Jetpack Media3 Transformer APIs, which offer solutions for both single-asset and multi-asset video editing preview and export. Today, I’d like to focus on the Composition demo app, a sample app that showcases some of the multi-asset editing experiences that Transformer enables.

    I started by adding a custom video compositor to demonstrate how you can arrange input video sequences into different layouts for your final composition, such as a 2×2 grid or a picture-in-picture overlay. You can customize this by implementing a VideoCompositorSettings and overriding the getOverlaySettings method. This object can then be set when building your Composition with setVideoCompositorSettings.

    Here is an example for the 2×2 grid layout:

    object : VideoCompositorSettings {
      ...
    
      override fun getOverlaySettings(inputId: Int, presentationTimeUs: Long): OverlaySettings {
        return when (inputId) {
          0 -> { // First sequence is placed in the top left
            StaticOverlaySettings.Builder()
              .setScale(0.5f, 0.5f)
              .setOverlayFrameAnchor(0f, 0f) // Middle of overlay
              .setBackgroundFrameAnchor(-0.5f, 0.5f) // Top-left section of background
              .build()
          }
    
          1 -> { // Second sequence is placed in the top right
            StaticOverlaySettings.Builder()
              .setScale(0.5f, 0.5f)
              .setOverlayFrameAnchor(0f, 0f) // Middle of overlay
              .setBackgroundFrameAnchor(0.5f, 0.5f) // Top-right section of background
              .build()
          }
    
          2 -> { // Third sequence is placed in the bottom left
            StaticOverlaySettings.Builder()
              .setScale(0.5f, 0.5f)
              .setOverlayFrameAnchor(0f, 0f) // Middle of overlay
              .setBackgroundFrameAnchor(-0.5f, -0.5f) // Bottom-left section of background
              .build()
          }
    
          3 -> { // Fourth sequence is placed in the bottom right
            StaticOverlaySettings.Builder()
              .setScale(0.5f, 0.5f)
              .setOverlayFrameAnchor(0f, 0f) // Middle of overlay
              .setBackgroundFrameAnchor(0.5f, -0.5f) // Bottom-right section of background
              .build()
          }
    
          else -> {
            StaticOverlaySettings.Builder().build()
          }
        }
      }
    }
    

    Since getOverlaySettings also provides a presentation time, we can even animate the layout, such as in this picture-in-picture example:

    moving image of picture in picture on a mobile device

    Next, I spent some time migrating the Composition demo app to use Jetpack Compose. With complicated editing flows, it can help to take advantage of as much screen space as is available, so I decided to use the supporting pane adaptive layout. This way, the user can fine-tune their video creation on the preview screen, and export options are only shown at the same time on a larger display. Below, you can see how the UI dynamically adapts to the screen size on a foldable device, when switching from the outer screen to the inner screen and vice versa.

    What’s great is that by using Jetpack Media3 and Jetpack Compose, these features also carry over seamlessly to other devices and form factors, such as the new Android XR platform. Right out-of-the-box, I was able to run the demo app in Home Space with the 2D UI I already had. And with some small updates, I was even able to adapt the UI specifically for XR with features such as multiple panels, and to take further advantage of the extra space, an Orbiter with playback controls for the editing preview.

    moving image of suportive pane adaptive layout

    What’s great is that by using Jetpack Media3 and Jetpack Compose, these features also carry over seamlessly to other devices and form factors, such as the new Android XR platform. Right out-of-the-box, I was able to run the demo app in Home Space with the 2D UI I already had. And with some small updates, I was even able to adapt the UI specifically for XR with features such as multiple panels, and to take further advantage of the extra space, an Orbiter with playback controls for the editing preview.

    moving image of sequential composition preview in Android XR

    Orbiter(
      position = OrbiterEdge.Bottom,
      offset = EdgeOffset.inner(offset = MaterialTheme.spacing.standard),
      alignment = Alignment.CenterHorizontally,
      shape = SpatialRoundedCornerShape(CornerSize(28.dp))
    ) {
      Row (horizontalArrangement = Arrangement.spacedBy(MaterialTheme.spacing.mini)) {
        // Playback control for rewinding by 10 seconds
        FilledTonalIconButton({ viewModel.seekBack(10_000L) }) {
          Icon(
            painter = painterResource(id = R.drawable.rewind_10),
            contentDescription = "Rewind by 10 seconds"
          )
        }
        // Playback control for play/pause
        FilledTonalIconButton({ viewModel.togglePlay() }) {
          Icon(
            painter = painterResource(id = R.drawable.rounded_play_pause_24),
            contentDescription = 
                if(viewModel.compositionPlayer.isPlaying) {
                    "Pause preview playback"
                } else {
                    "Resume preview playback"
                }
          )
        }
        // Playback control for forwarding by 10 seconds
        FilledTonalIconButton({ viewModel.seekForward(10_000L) }) {
          Icon(
            painter = painterResource(id = R.drawable.forward_10),
            contentDescription = "Forward by 10 seconds"
          )
        }
      }
    }
    

    Jetpack libraries unlock premium functionality incrementally

    Donovan McMurray

    Not only do our Jetpack libraries have you covered by working consistently across existing and future devices, but they also open the doors to advanced functionality and custom behaviors to support all types of app experiences. In a nutshell, our Jetpack libraries aim to make the common case very accessible and easy, and it has hooks for adding more custom features later.

    We’ve worked with many apps who have switched to a Jetpack library, built the basics, added their critical custom features, and actually saved developer time over their estimates. Let’s take a look at CameraX and how this incremental development can supercharge your process.

    // Set up CameraX app with preview and image capture.
    // Note: setting the resolution selector is optional, and if not set,
    // then a default 4:3 ratio will be used.
    val aspectRatioStrategy = AspectRatioStrategy(
      AspectRatio.RATIO_16_9, AspectRatioStrategy.FALLBACK_RULE_NONE)
    var resolutionSelector = ResolutionSelector.Builder()
      .setAspectRatioStrategy(aspectRatioStrategy)
      .build()
    
    private val previewUseCase = Preview.Builder()
      .setResolutionSelector(resolutionSelector)
      .build()
    private val imageCaptureUseCase = ImageCapture.Builder()
      .setResolutionSelector(resolutionSelector)
      .setCaptureMode(ImageCapture.CAPTURE_MODE_MINIMIZE_LATENCY)
      .build()
    
    val useCaseGroupBuilder = UseCaseGroup.Builder()
      .addUseCase(previewUseCase)
      .addUseCase(imageCaptureUseCase)
    
    cameraProvider.unbindAll()
    
    camera = cameraProvider.bindToLifecycle(
      this,  // lifecycleOwner
      CameraSelector.DEFAULT_BACK_CAMERA,
      useCaseGroupBuilder.build(),
    )
    

    After setting up the basic structure for CameraX, you can set up a simple UI with a camera preview and a shutter button. You can use the CameraX Viewfinder composable which displays a Preview stream from a CameraX SurfaceRequest.

    // Create preview
    Box(
      Modifier
        .background(Color.Black)
        .fillMaxSize(),
      contentAlignment = Alignment.Center,
    ) {
      surfaceRequest?.let {
        CameraXViewfinder(
          modifier = Modifier.fillMaxSize(),
          implementationMode = ImplementationMode.EXTERNAL,
          surfaceRequest = surfaceRequest,
         )
      }
      Button(
        onClick = onPhotoCapture,
        shape = CircleShape,
        colors = ButtonDefaults.buttonColors(containerColor = Color.White),
        modifier = Modifier
          .height(75.dp)
          .width(75.dp),
      )
    }
    
    fun onPhotoCapture() {
      // Not shown: defining the ImageCapture.OutputFileOptions for
      // your saved images
      imageCaptureUseCase.takePicture(
        outputOptions,
        ContextCompat.getMainExecutor(context),
        object : ImageCapture.OnImageSavedCallback {
          override fun onError(exc: ImageCaptureException) {
            val msg = "Photo capture failed."
            Toast.makeText(context, msg, Toast.LENGTH_SHORT).show()
          }
    
          override fun onImageSaved(output: ImageCapture.OutputFileResults) {
            val savedUri = output.savedUri
            if (savedUri != null) {
              // Do something with the savedUri if needed
            } else {
              val msg = "Photo capture failed."
              Toast.makeText(context, msg, Toast.LENGTH_SHORT).show()
            }
          }
        },
      )
    }
    

    You’re already on track for a solid camera experience, but what if you wanted to add some extra features for your users? Adding filters and effects are easy with CameraX’s Media3 effect integration, which is one of the new features introduced in CameraX 1.4.0.

    Here’s how simple it is to add a black and white filter from Media3’s built-in effects.

    val media3Effect = Media3Effect(
      application,
      PREVIEW or IMAGE_CAPTURE,
      ContextCompat.getMainExecutor(application),
      {},
    )
    media3Effect.setEffects(listOf(RgbFilter.createGrayscaleFilter()))
    useCaseGroupBuilder.addEffect(media3Effect)
    

    The Media3Effect object takes a Context, a bitwise representation of the use case constants for targeted UseCases, an Executor, and an error listener. Then you set the list of effects you want to apply. Finally, you add the effect to the useCaseGroupBuilder we defined earlier.

    moving image of sequential composition preview in Android XR

    (Left) Our camera app with no filter applied. 
     (Right) Our camera app after the createGrayscaleFilter was added.

    There are many other built-in effects you can add, too! See the Media3 Effect documentation for more options, like brightness, color lookup tables (LUTs), contrast, blur, and many other effects.

    To take your effects to yet another level, it’s also possible to define your own effects by implementing the GlEffect interface, which acts as a factory of GlShaderPrograms. You can implement a BaseGlShaderProgram’s drawFrame() method to implement a custom effect of your own. A minimal implementation should tell your graphics library to use its shader program, bind the shader program’s vertex attributes and uniforms, and issue a drawing command.

    Jetpack libraries meet you where you are and your app’s needs. Whether that be a simple, fast-to-implement, and reliable implementation, or custom functionality that helps the critical user journeys in your app stand out from the rest, Jetpack has you covered!

    Jetpack offers a foundation for innovative AI Features

    Mayuri Khinvasara Khabya

    Just as Donovan demonstrated with CameraX for capture, Jetpack Media3 provides a reliable, customizable, and feature-rich solution for playback with ExoPlayer. The AI Samples app builds on this foundation to delight users with helpful and enriching AI-driven additions.

    In today’s rapidly evolving digital landscape, users expect more from their media applications. Simply playing videos is no longer enough. Developers are constantly seeking ways to enhance user experiences and provide deeper engagement. Leveraging the power of Artificial Intelligence (AI), particularly when built upon robust media frameworks like Media3, offers exciting opportunities. Let’s take a look at some of the ways we can transform the way users interact with video content:

      • Empowering Video Understanding: The core idea is to use AI, specifically multimodal models like the Gemini Flash and Pro models, to analyze video content and extract meaningful information. This goes beyond simply playing a video; it’s about understanding what’s in the video and making that information readily accessible to the user.
      • Actionable Insights: The goal is to transform raw video into summaries, insights, and interactive experiences. This allows users to quickly grasp the content of a video and find specific information they need or learn something new!
      • Accessibility and Engagement: AI helps make videos more accessible by providing features like summaries, translations, and descriptions. It also aims to increase user engagement through interactive features.

    A Glimpse into AI-Powered Video Journeys

    The following example demonstrates potential video journies enhanced by artificial intelligence. This sample integrates several components, such as ExoPlayer and Transformer from Media3; the Firebase SDK (leveraging Vertex AI on Android); and Jetpack Compose, ViewModel, and StateFlow. The code will be available soon on Github.

    moving images of examples of AI-powered video journeys

    (Left) Video summarization  
     (Right) Thumbnails timestamps and HDR frame extraction

    There are two experiences in particular that I’d like to highlight:

      • HDR Thumbnails: AI can help identify key moments in the video that could make for good thumbnails. With those timestamps, you can use the new ExperimentalFrameExtractor API from Media3 to extract HDR thumbnails from videos, providing richer visual previews.
      • Text-to-Speech: AI can be used to convert textual information derived from the video into spoken audio, enhancing accessibility. On Android you can also choose to play audio in different languages and dialects thus enhancing personalization for a wider audience.

    Using the right AI solution

    Currently, only cloud models support video inputs, so we went ahead with a cloud-based solution.Iintegrating Firebase in our sample empowers the app to:

      • Generate real-time, concise video summaries automatically.
      • Produce comprehensive content metadata, including chapter markers and relevant hashtags.
      • Facilitate seamless multilingual content translation.

    So how do you actually interact with a video and work with Gemini to process it? First, send your video as an input parameter to your prompt:

    val promptData =
    "Summarize this video in the form of top 3-4 takeaways only. Write in the form of bullet points. Don't assume if you don't know"
    
    val generativeModel = Firebase.vertexAI.generativeModel("gemini-2.0-flash")
    _outputText.value = OutputTextState.Loading
    
    viewModelScope.launch(Dispatchers.IO) {
        try {
            val requestContent = content {
                fileData(videoSource.toString(), "video/mp4")
                text(prompt)
            }
            val outputStringBuilder = StringBuilder()
    
            generativeModel.generateContentStream(requestContent).collect { response ->
                outputStringBuilder.append(response.text)
                _outputText.value = OutputTextState.Success(outputStringBuilder.toString())
            }
    
            _outputText.value = OutputTextState.Success(outputStringBuilder.toString())
    
        } catch (error: Exception) {
            _outputText.value = error.localizedMessage?.let { OutputTextState.Error(it) }
        }
    }
    

    Notice there are two key components here:

      • FileData: This component integrates a video into the query.
      • Prompt: This asks the user what specific assistance they need from AI in relation to the provided video.

    Of course, you can finetune your prompt as per your requirements and get the responses accordingly.

    In conclusion, by harnessing the capabilities of Jetpack Media3 and integrating AI solutions like Gemini through Firebase, you can significantly elevate video experiences on Android. This combination enables advanced features like video summaries, enriched metadata, and seamless multilingual translations, ultimately enhancing accessibility and engagement for users. As these technologies continue to evolve, the potential for creating even more dynamic and intelligent video applications is vast.

    Go above-and-beyond with specialized APIs

    Mozart Louis

    Android 16 introduces the new audio PCM Offload mode which can reduce the power consumption of audio playback in your app, leading to longer playback time and increased user engagement. Eliminating the power anxiety greatly enhances the user experience.

    Oboe is Android’s premiere audio api that developers are able to use to create high performance, low latency audio apps. A new feature is being added to the Android NDK and Android 16 called Native PCM Offload playback.

    Offload playback helps save battery life when playing audio. It works by sending a large chunk of audio to a special part of the device’s hardware (a DSP). This allows the CPU of the device to go into a low-power state while the DSP handles playing the sound. This works with uncompressed audio (like PCM) and compressed audio (like MP3 or AAC), where the DSP also takes care of decoding.

    This can result in significant power saving while playing back audio and is perfect for applications that play audio in the background or while the screen is off (think audiobooks, podcasts, music etc).

    We created the sample app PowerPlay to demonstrate how to implement these features using the latest NDK version, C++ and Jetpack Compose.

    Here are the most important parts!

    First order of business is to assure the device supports audio offload of the file attributes you need. In the example below, we are checking if the device support audio offload of stereo, float PCM file with a sample rate of 48000Hz.

           val format = AudioFormat.Builder()
                .setEncoding(AudioFormat.ENCODING_PCM_FLOAT)
                .setSampleRate(48000)
                .setChannelMask(AudioFormat.CHANNEL_OUT_STEREO)
                .build()
    
            val attributes =
                AudioAttributes.Builder()
                    .setContentType(AudioAttributes.CONTENT_TYPE_MUSIC)
                    .setUsage(AudioAttributes.USAGE_MEDIA)
                    .build()
           
            val isOffloadSupported = 
                if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.Q) {
                    AudioManager.isOffloadedPlaybackSupported(format, attributes)
                } else {
                    false
                }
    
            if (isOffloadSupported) {
                player.initializeAudio(PerformanceMode::POWER_SAVING_OFFLOADED)
            }
    

    Once we know the device supports audio offload, we can confidently set the Oboe audio streams’ performance mode to the new performance mode option, PerformanceMode::POWER_SAVING_OFFLOADED.

    // Create an audio stream
            AudioStreamBuilder builder;
            builder.setChannelCount(mChannelCount);
            builder.setDataCallback(mDataCallback);
            builder.setFormat(AudioFormat::Float);
            builder.setSampleRate(48000);
    
            builder.setErrorCallback(mErrorCallback);
            builder.setPresentationCallback(mPresentationCallback);
            builder.setPerformanceMode(PerformanceMode::POWER_SAVING_OFFLOADED);
            builder.setFramesPerDataCallback(128);
            builder.setSharingMode(SharingMode::Exclusive);
               builder.setSampleRateConversionQuality(SampleRateConversionQuality::Medium);
            Result result = builder.openStream(mAudioStream);
    

    Now when audio is played back, it will be offloading audio to the DSP, helping save power when playing back audio.

    There is more to this feature that will be covered in a future blog post, fully detailing out all of the new available APIs that will help you optimize your audio playback experience!

    What’s next

    Of course, we were only able to share the tip of the iceberg with you here, so to dive deeper into the samples, check out the following links:

    Hopefully these examples have inspired you to explore what new and fascinating experiences you can build on Android. Tune in to our session at Google I/O in a couple weeks to learn even more about use-cases supported by solutions like Jetpack CameraX and Jetpack Media3!



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  • Building Intelligent Apps with Apple AI Models

    Building Intelligent Apps with Apple AI Models



    This course explores on-device machine learning using Apple’s powerful tools. See how simple the Vision framework makes complex computer vision tasks, enabling your app to understand the real world, through tasks like object detection and face recognition. Learn to leverage the Translation framework for on-device, real-time language translation, breaking down language barriers for your users. Before finally looking at how to develop your own machine learning models, by customizing Apple’s pre-built models for specific use cases within your apps.



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  • Building Integrated AI Services with LangChain & LangGraph

    Building Integrated AI Services with LangChain & LangGraph


    While the course is designed to accommodate developers with varying levels of experience, the following prerequisites are recommended: 

    • Basic programming knowledge in any language 
    • Familiarity with web development concepts and RESTful APIs 
    • Understanding of basic AI and machine learning concepts (beneficial but not required) 



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  • Building excellent games with better graphics and performance



    Posted by Matthew McCullough – VP of Product Management, Android

    We’re stepping up our multiplatform gaming offering with exciting news dropping at this year’s Game Developers Conference (GDC). We’re bringing users more games, more ways to play your games across devices, and improved gameplay. You can read all about the updates for users from The Keyword. At GDC, we’ll be diving into all of the latest games coming to Play, plus new developer tools that’ll help improve gameplay across the Android ecosystem.

    Today, we’re sharing a closer look at what’s new from Android. We’re making Vulkan the official graphics API on Android, enabling you to build immersive visuals, and we’re enhancing the Android Dynamic Performance Framework (ADPF) to help you deliver longer, more stable gameplays. Check out the video or keep reading below.

    https://www.youtube.com/watch?v=9MN0-qwYAFU

    More immersive visuals built on Vulkan, now the official graphics API

    These days, games require more processing power for realistic graphics and cutting-edge visuals. Vulkan is an API used for low level graphics that helps developers maximize the performance of modern GPUs, and today we’re making it the official graphics API for Android. This unlocks advanced features like ray tracing and multithreading for realistic and immersive gaming visuals. For example, Diablo Immortal used Vulkan to implement ray tracing, bringing the world of Sanctuary to life with spectacular special effects, from fiery explosions to icy blasts.

    Moving image showing ray tracing in Diablo Immortal on Google Play

    Diablo Immortal running on Vulkan

    For casual games like Pokémon TCG Pocket, which draws players into the vibrant world of each Pokémon, Vulkan helps optimize graphics across a broad range of devices to ensure a smooth and engaging experience for every player.

    Moving image showing gameplay of Pokemon TCG Pocket on Google Play

    Pokémon TCG Pocket running on Vulkan

    We’re excited to announce that Android is transitioning to a modern, unified rendering stack with Vulkan at its core. Starting with our next Android release, more devices will use Vulkan to process all graphics commands. If your game is running on OpenGL, it will use ANGLE as a system driver that translates OpenGL to Vulkan. We recommend testing your game on ANGLE today to ensure it’s ready for the Vulkan transition.

    We’re also partnering with major game engines to make Vulkan integration easier. With Unity 6, you can configure Vulkan per device while older versions can access this setting through plugins. Over 45% of sessions from new games on Unity* use Vulkan, and we expect this number to grow rapidly.

    To simplify workflows further, we’re teaming up with the Samsung Austin Research Center to create an integrated GPU profiler toolchain for Vulkan and AI/ML optimization. Coming later this year, this tool will enable developers to make graphics, memory and compute workloads more efficient.

    Longer and smoother gameplay sessions with ADPF

    Android Dynamic Performance Framework (ADPF) enables developers to adjust between the device and game’s performance in real-time based on the thermal state of the device, and it’s getting a big update today to provide longer and smoother gameplay sessions. ADPF is designed to work across a wide range of devices including models like the Pixel 9 family and the Samsung S25 Series. We’re excited to see MMORPGs like Lineage W integrating ADPF to optimize performance on their core target devices.

    Moving image showing gameplay from Lineage w on Google Play

    Lineage W running on ADPF

    Here’s how we’re enhancing ADPF with better performance and simplified integration:

    Performance optimization with more features in Play Console

    Once you’ve launched your game, Play Console offers the tools to monitor and improve your game’s performance. We’re newly including Low Memory Killers (LMK) in Android vitals, giving you insight into memory constraints that can cause your game to crash. Android vitals is your one-stop destination for monitoring metrics that impact your visibility on the Play Store like slow sessions. You can find this information next to reach and devices which provides updates on your game’s user distribution and notifies developers for device-specific issues.

    Android vitals details in Google Play Console

    Check your Android vitals regularly to ensure high technical quality

    Bringing PC games to mobile, and pushing the boundaries of gaming

    We’re launching a pilot program to simplify the process of bringing PC games to mobile. It provides support starting from Android game development all the way through publishing your game on Play. Starting this month, games like DREDGE and TABS Mobile are growing their mobile audience using this program. Many more are following in their footsteps this year, including Disco Elysium. You can express your interest to join the PC to mobile program.

    Moving image displaying thumbnails of titles of new PC games coming to mobile - Disco Elysium, TABS Mobile, and DREDGE

    New PC games are coming to mobile

    You can learn more about Android game development from our developer site. We can’t wait to see your title join the ranks of these amazing games built for Android. And if you’ll be at GDC next week, we’d love to say hello – stop by at the Moscone Center West Hall!

    * Source: Google internal data measuring games on Android 14 or later launched between August 2024 – February 2025.



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  • Building Robust ViewModels | Kodeco

    Building Robust ViewModels | Kodeco


    Learn iOS, Swift, Android, Kotlin, Flutter and Dart development and unlock our massive
    catalogue of 50+ books and 4,000+ videos.

    Learn more

    © 2025 Kodeco Inc



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  • Building Engaging User Interfaces with SwiftUI [SUBSCRIBER]

    Building Engaging User Interfaces with SwiftUI [SUBSCRIBER]



    <p>This module explores advanced SwiftUI features and techniques to build complex and visually appealing user interfaces. Students will learn about animation and transitions, building complex layouts, and how to integrate SwiftUI with UIKit to leverage existing code and UI components.</p>



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  • Expand Your Vocabulary With the Word Building Game Next Letter

    Expand Your Vocabulary With the Word Building Game Next Letter


    Getting started is easy. Each games starts with a randomly chosen letter from A to Z and give possible next letters. Some of those are valid to create words while others are not. When you select a valid letter, it adds to the words and earns points. An invalid word deducts points.

    That process continues until a complete word is formed. You can submit the word to head to the next round or try to extend it. The round continues until no further extensions are possible, leading to a new random letter.

    As a nice touch, the game is playable without an Internet connection, making it perfect for a long flight or a car ride without Wi-Fi.

    Next Letter is a free download now on the App Store. It’s for the iPhone and all iPad models.

    There is an optional in-app purchase of $9.99. That will unlock additional themes, detailed statistics, and more than 190,000 words with definitions.



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