Amazon Game Tech Blog

Category: Learning Levels

How Dead by Daylight survives the test of time using AWS

The games industry is increasingly investing in games that people play for longer and engage with more deeply. To get there, games are hitting marketplaces much faster and are iterated upon to regularly introduce new experiences that keep players coming back for months, or in Behaviour Interactive’s case, years. Montreal-based developer Behaviour Interactive is one […]

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Game Developers Guide to Getting Started with Amazon DynamoDB

  We all know that a database is an integral part of many games. But, as a game developer, you want to dedicate all your time and expertise to building great games, not engineering databases. I get it, I’d much rather worry about fixing collision volumes, getting my frame rate up or making the perfect […]

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Managed Databases for Awesome Games

Games? Databases? How do they go together? Aren’t databases what insurance companies use to keep their actuarial tables? Are you asking me to become an enterprise developer? Honestly, many of you already have a general idea of what databases are, though you might be wondering where they fit in to your game or game development […]

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Guest post: How Space Ape Games delivers secure WebApps using AWS

We invited Space Ape Games Lead DevOps Engineer Louis McCormack to write a guest blog. Learn how Space Ape Games secure the front and backend of a private React application using Amazon CloudFront, AWS Amplify, AWS Lambda@Edge, and Amazon API Gateway. The frontend part is heavily inspired by this post. About the author Louis McCormack is […]

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How nWay Minimizes Latency for Power Rangers Games using Amazon EC2

nWay is the San Francisco based developer and publisher behind competitive multiplayer games like Power Rangers: Legacy Wars, Power Rangers: Battle for the Grid, and ChronoBlade. And with over 50 million downloads for Power Rangers: Legacy Wars alone, nWay know a thing or two about real-time competitive games. “All of our games feature or are […]

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Creating a Battle Royale Game Using Unity and Amazon GameLift

Multiplayer battle royale games are getting big, and I don’t just mean in terms of sales! Pitting dozens to hundreds of players against each other to be the last one standing, these games are all the rage. In fact, according to a recent survey, over 40% of gamers in the US played a battle royale […]

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What I Learned from Ubisoft, Gearbox Software and others at devcom 2019

I had the good fortune to attend the devcom developer conference in Cologne, Germany this August. devcom is a precursor event to gamescom, Europe’s biggest trade fair for video games. However, as this is a blog for developers I’m going to focus on devcom. devcom is the official gamescom developer event and is roughly equivalent […]

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How to Deliver Custom Game Content to Players using Lambda@Edge

When your mobile game client starts, you want it to always reach out and grab the latest and greatest content, right? That way, when you make changes and introduce new features, you can always put them in the hands of your players. But you can’t always guarantee that all your players have updated to the […]

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Large Match Support for Amazon GameLift – Available Now

Players expect multiplayer game sessions to be fast and full. But with the rise of Battle Royale games and other player-intensive games, ensuring a consistent matchmaking experience can be a challenge. Let’s be honest: the last thing your players want to fight is a matchmaking queue. That’s why today, we’re excited to introduce Large Match […]

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Getting Started with Dynamic Vegetation in Lumberyard: Sample Now Available

Amazon Lumberyard 1.19 introduced over 150 new features, bug fixes, and improvements so you can create beautiful, dense worlds, faster. Included with this release is Dynamic Vegetation, our new workflow to help you procedurally generate a diverse and detailed biome faster and more efficiently than manually placing and painting vegetation. The Dynamic Vegetation workflow enables […]

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