AWS for Games Blog
Category: Uncategorized
Behind the scenes with Axis Animation
We call Amazon Lumberyard a game engine, but in fact, its real-time rendering technology also opens it up to other creative projects beyond game development. Take animation, for example. Lumberyard has the tools you need to generate film-quality animations, with the ability to tweak details like lighting, cameras, and layout in the editor all in […]
Large-scale, hi-fidelity terrain generation in minutes (not days) with Lumberyard and AWS
Even with a high-end PC, large-scale terrain generation can take developers over a day to complete. But with Lumberyard and its AWS cloud integration, you can achieve this (and other computation-heavy processes) in as little 10 minutes. Watch Mark Biales show us how in this GDC classroom session:
Moving from P2P to Cloud: How For Honor & Friday the 13th The Game Improved Player Experience
As a game developer, you invest years into building a game and fostering a community of fans that eagerly wait for launch day to arrive. And while backend infrastructure may not be top of mind when trying to provide a great player experience, the choices you make behind the scenes could effect player facing areas […]
A New Year, A New Engine
It’s an old philosophical question. If you were to replace a ship piece by piece over the course of a year, is it still the same ship? What about a game engine? We believe 2018 will mark a new beginning for Lumberyard. With our overhaul of legacy tech near complete (10 out of 12 major […]
The Questions of MatchMaking: Wait Time VS Match Quality
About the author: Bruce Brown currently leads the team responsible for building Amazon GameLift‘s FlexMatch matchmaking service. He has been in the software industry for 12 years including time spent at Microsoft on the Xbox Live Cloud Compute and Xbox Multiplayer teams, as well as at Riot Games where he worked on the League of […]
Disc Jam Case Study: Supporting a Mission for Fast-Paced Competitive Gameplay with Amazon Gamelift
About High Horse Entertainment Having gained over 20 years’ experience at both Treyarch and Activision, where they worked on successful titles from the Call of Duty and Guitar Hero franchises, Software Engineers Jay Mattis and Timothy Rapp chose to leave the AAA landscape to co-found an independent game studio that focuses on their shared mission […]
Give your game a voice (or a thousand voices) with the Text to Speech Gem
Imagine you’re designing a story-rich game. Over sixty thousand lines of dialogue. Hundreds of characters—all with distinctive voices, quirks, maybe even different languages. You’re soon faced with a choice. Hire a cast of voice actors to enact the story, creating an immersive experience for your players (though at considerable cost), or use on-screen text—saving you […]
Announcing Per-Second Billing for Amazon GameLift
Amazon GameLift puts the power in your hands to create the perfect balance between cost efficiency and a great experience for your players. The ability to use an instance for an hour, and to pay only for that hour (as well as our FlexMatch, game session queues, autoscaling features), has enabled you to scale capacity […]
Goodbye to Flow Graph and CryAnimation. Hello to Brand New Visual Scripting and Animation Tools.
Lumberyard is not the same engine it was yesterday. If you’ve been away for a while, now’s a great time to take another look. Check out our new visual scripting and animation tools. Download Lumberyard 1.11 here. Over the course of 19 months, we’ve replaced over 60% of the original codebase, made over […]
Building a Better Engine – The Road Ahead
“So, what’s next for Lumberyard..?” We hear this question a lot—and for good reason. So we thought we’d give you a preview for the months ahead and share some features that have us all really excited here at Lumberyard. Simply put, our focus for the next few releases is to make Lumberyard easier, more powerful, […]









