AWS for Games Blog
Category: Technical How-to
How to build online multiplayer games using Amazon GameLift, AWS Serverless, and C++
Online multiplayer games have a long list of requirements to provide the best possible experience for players: game clients need identities that can securely access the game backend, backend services are required to host functionalities like matchmaking and player data, and you need a scalable way to host game sessions. In this post you’ll learn […]
Detect anomalies in games with Amazon Lookout for Metrics and the Game Analytics Pipeline Solution
Game analytics can be a powerful tool to help studios throughout the development cycle. Insights driven from game data can help you to create more engaging, personalized experiences for players and more efficiently monetize games. it can also help with fraud investigations, as well as performance monitoring and error reporting. Anomaly detection is commonly used […]
Compiling Unreal Engine 4 Dedicated Servers for AWS Graviton EC2 Instances
Epic Games is a leading interactive entertainment company responsible for some of the world’s largest games including Fortnite, and also develops Unreal Engine, Unreal Engine is a world leading open and advanced real-time 3D creation tool. Continuously evolving, it not only powers the world’s leading games, it also offers creators across industries the freedom and […]
The Journey to Prefabs
Hi, my name is Joshua Rainbolt, and I’m a Lead Senior User Experience Designer for AWS Game Tech. I am one of several stakeholders who have been lucky enough to be involved with the evolution of Amazon Lumberyard’s prefab system over the past several years. We called them “slices” at the time, because our team […]
Hyper-scale online games with a hybrid AWS Solution
Online multiplayer games, such as multiplayer online battle arenas (MOBA), are becoming increasingly popular. One option for game server hosting is to use on-premises data centers, which require multi-year contracts for a set number of resources. As the number of players for a given game grows, developers have to determine what to do if they […]
Splitting the Atom: Introducing Lumberyard’s New Photorealistic Renderer
Authored by Chanelle Mosquera and Doug Erickson of the Amazon Lumberyard team. For over 5 years, Amazon Lumberyard‘s graphics engine has served our customers in fine stead. As we looked to our future, we recognized that its fixed approach to rendering and its established feature set would limit our customers’ ability to innovate and take advantage […]
Improving the Player Experience by Leveraging AWS Global Accelerator and Amazon GameLift FleetIQ
Building a game to serve worldwide users over the internet can be challenging. In this two-part series, we’ll walk you through how game developers improve the player experience worldwide in order to deploy more efficiently, achieve lower latency, improve in-game performance, and deliver game content faster. In this first post, we focus on how to […]
Clearing the first hurdle: Python Asset Builder
Hello! I‘m Mike Cronin, a programmer writer with the Lumberyard documentation team. I’ve been a long time game developer, going all the way back to the days when arcades were still a thing. I’ve worked as an artist, animator, technical director, and as an engineer (of sorts). One aspect I like best about working with […]
Announcing a New Game Tech Video Tutorial Series: Building Games on AWS
AWS Game Tech is excited to announce “Building Games on AWS” — a new YouTube series pioneered by Game Tech Solutions Architects that focuses on teaching game developers how to use AWS for game-related workflows. This series will take learnings and best practices from working with customers to help game studios use AWS to make […]
Elevate Game Design with Recommendations for Virtual Goods, Quests, and Game Balance using Amazon Personalize
Authored by Molly Sheets and edited by Kyle Somers Today’s games need specialized content to increase retention, drive monetization, and promote feature adoption. No game has a singular player persona: Two players can have vastly different engagement metrics and styles of play over their lifetime with a portfolio. Indie developers and AAA developers alike are […]