AWS for Games Blog
Guest Post: A platformer maker, made for every platform
In this guest post, Butterscotch Shenanigans cofounders Adam and Sam Coster explore the importance of cross-platform play in launching latest crafting platformer, Levelhead, simultaneously across console, mobile, and PC. Butterscotch Shenanigans started as a family passion project with three brothers who wanted to pursue their creative dreams, starting small to allow room to fail fast, […]
June webinar series: Join us and learn how to get started with AWS Game Tech
Creating a game takes time. In an ideal world as a developer, you’d like to dedicate your attention to building gameplay features that entertain and engage players, not sink cycles on your game’s infrastructure. In reality, the decisions you make behind the scenes greatly impact your ability to provide a great player experience. But […]
Building Perforce Helix Core on AWS (Part 1)
This is the first article of a two-part series on building Perforce Helix Core on AWS. Updated information can be found on the second part of this blog series, please start there. While version control is very important in software development, when it comes to managing version control systems, there are many developers struggling with […]
Registration Open for AWS Game Tech: The Digital Download
Today, we are excited to announce that our global online event, The Digital Download, will take place on May 20, 2020, beginning at 9:00 am Pacific Time. The event will showcase all of the AWS Game Tech content, lessons, and customer stories we had planned to share at the Game Developers Conference (GDC) earlier this […]
GameLift in 2020 – Major update now available in preview
Amazon GameLift enables developers to deploy, operate, and scale dedicated, low-cost servers for session-based, multiplayer games. Whether it’s creating a 200+ player battle royale game with Large Match Support or automatically adapting server capacity with player traffic using Autoscaling, GameLift leverages the power and reliability of AWS to provide seamless gameplay experiences for players worldwide. […]
New Game Tech Learning Path is Your Training Walkthrough
AWS Training and Certification is excited to announce a new Game Tech learning path that organizes all Game Tech courses into one place. Whether you’re a solutions architect, game developer, data engineer, or data analyst, this learning path provides structured guidance on where to begin your training and next steps to gain expertise. As we develop new […]
GDC 2020 Update
To our friends across the industry, AWS has made the difficult decision to withdraw from the 2020 Game Developers Conference (GDC) in San Francisco due to continued concerns over COVID-19. While we won’t get to see everyone at GDC this year, we still have exciting things to share. AWS Game Tech has decided to host a global […]
Slice system updates and NVIDIA Cloth Gem arrive in Lumberyard Beta 1.23 – Available Now
Today we’re excited to release Lumberyard Beta 1.23, featuring over 40 stability and performance improvements. Some highlights include the addition of cloth physics, EMotion FX improvements, and ease of use updates to the slice system. Let’s take a closer look: Experimental NVIDIA Cloth Gem – The NVIDIA Cloth Gem allows customers to add both, environmental and character […]
Demonstrating Cloud Gaming Concurrency at Scale with Polystream and AWS Game Tech
We invited AWS APN Partner Polystream Platform Architect Scott Perham to write a guest blog. Learn how Polystream deliver 3D interactivity at scale using AWS services including Amazon Elastic Compute Cloud (EC2). We are witnessing the next evolution of cloud gaming, 3D interactive apps like 3D car configurators and collaborative development using cloud-based tools but there […]
Guest Post: How GameAnalytics reduce cost of HTTP(S) API’s on AWS
In this guest post, AWS customer GameAnalytics Senior Software Developer Magnus Henoch shares how GameAnalytics saves money on running its HTTP(S) API on AWS. At GameAnalytics we run all our systems on AWS, and have done so from the very beginning. This has allowed us to concentrate on building services and implementing features that our […]