AWS for Games Blog
Category: Amazon Simple Storage Service (S3)
Adding persistent game saves to Amazon GameLift Streams
Amazon GameLift Streams now supports using a dedicated AWS Identity and Access Management (IAM) role that can grant your streaming game sessions access to AWS resources in your account. In this blog post, we show you how to use that role with a lightweight launcher script to persist game saves from your player’s streaming sessions to Amazon Simple Storage Service (Amazon S3) without needing to make any changes to your game code.
Building a mobile streaming experience with Amazon GameLift Streams
In this post, we show you the key considerations for building a dedicated mobile frontend that solves these challenges while reusing the existing backend infrastructure and AWS Cloud Development Kit (AWS CDK) deployment pattern of Part 1.
Game integrity and cheat detection using AWS Game Analytics Pipeline, Amazon Quick, and Kiro agentic IDE
Cheating in online games erodes player trust, damages competitive integrity, and can drive players away. Game studios need a scalable analytics pipeline to detect anomalous player behavior. In this post, we show how to build a game integrity proof of concept (POC) using the Guidance for Game Analytics Pipeline on AWS, Amazon Athena, and Amazon […]
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.
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.
Rapid game server iteration on Amazon GameLift Servers
In this blog post, I present a new solution that you can use to iterate quickly on new game server versions and host multiple different versions on a single Amazon GameLift Servers fleet.
Run Unreal Engine 5.6 with Proton on Amazon GameLift Streams Linux Runtime
If you are looking to run a Windows game based on Unreal Engine 5.6 or newer, it currently isn’t compatible with the available managed Proton runtimes on Amazon GameLift Streams. Instead, you can run the same Unreal Engine game with a compatible version of Proton by using the Linux Runtime option on Amazon GameLift Streams. […]
AI-assisted game production: From static concept to interactive prototype
Game development often begins long before anything is playable. Teams spend weeks brainstorming concepts, months creating designs, and countless hours implementing and testing mechanics before an interactive demo is created. The challenge isn’t only timeline constraints; critical validation and refinement traditionally happen late in the development cycle, when changes become costly and creative pivots are […]









