AWS for Games Blog
Category: Compute
Choosing the right AWS storage backend for Perforce P4 in game development
In this post, we compare four AWS storage options for P4 depot volumes: Amazon Elastic Block Store (Amazon EBS), Amazon FSx for NetApp ONTAP, Amazon Elastic File System (Amazon EFS), and Amazon Simple Storage Service (Amazon S3) archive depots. We evaluate each against real-world game development workloads and provide a decision framework to help you choose.
AAA games on a $35 stick: How Luna removes the hardware barrier with AWS
Over 230 million Americans identify as gamers. Yet most will never buy a $500 console or a $1,500 PC, not because they don’t want to play, but because the cost of entry keeps climbing: hundreds (sometimes thousands) in hardware, hundreds of gigabytes in downloads, and frustrating maintenance just to keep things running.
How Amazon GameLift Streams is boosting game discoverability on Twitch
For developers and publishers, the gap is even wider. Building a great game is only half the battle; without a way for players to experience it firsthand, building a player base relies on secondhand impressions. While trailers generate hype and reviews build credibility, neither can replicate the engagement of letting players experience the game for themselves.
Migrating from Kubernetes and Agones to Amazon GameLift Servers
In this post, we discuss some of the differences between the two hosting options and cover how to migrate from an Agones-based implementation to Amazon GameLift Servers.
How Agentic AI Is Transforming Game Infrastructure Management
Learn how for one games studio, their operations team spend 60% of their time context-switching between AWS Console interfaces and troubleshooting capacity issues during launch events. During one major content release, manual scaling decisions led to a 2-hour queue time spike that resulted in 12% player churn.
Building an AI game testing agent with Amazon Bedrock
In this post, we walk through how we built an autonomous QA agent on Amazon Bedrock that connects to a running Unity game and executes test scenarios without human intervention. We cover connecting to a game’s internal object hierarchy, a perception and reasoning loop inspired by recent research on autonomous testing agents, and game-agnostic tools that extend as complexity increases. The approach was validated against a turn-based mobile strategy game built in Unity.
Player profiles to leaderboards: Choosing the right AWS database, Part 1
This is the first post in a series that will discuss the foundational data workloads: player profiles, inventory, session management, and content configuration. Part 2 addresses live operations and social features: leaderboards, matchmaking, chat, social graph, and game analytics.
How Lore rethinks binary asset storage on AWS
In this blog, we explain how Lore—an open-source version control system created by Epic Games—rethinks binary asset storage by splitting files into content-addressed fragments that eliminate redundancy and make branching effectively free. We also share the reference architecture developed with Epic for deploying Lore on AWS using services like Amazon EC2, Amazon ECS, Amazon S3, and Amazon DynamoDB.
Open source 3D game asset generation using AWS
The purpose of this post is to highlight how to convert 2D art and game assets into 3D assets using open source models on the lowest level of the tech stack possible: Amazon Elastic Compute Cloud (Amazon EC2) instances.
Player profiles to leaderboards: Choosing the right AWS database, Part 2
In this post, we continue with the real-time, social, and analytical workloads: leaderboards, matchmaking, chat, social graph, and game analytics. Each of these has distinct access patterns that require different database choices. This post assumes familiarity with AWS database services and basic game backend architecture.









