Amazon Game Tech Blog

Lumberyard Substance Integration

by Melissa Austin | on | Permalink | Comments |  Share

Among the many requests we’ve heard from our users since we launched Lumberyard is integration of Allegorithmic’s Substance suite of texture-editing tools. We listened, and are proud to have worked closely with the Allegorithmic team on making it happen. In this post, we’ll explore how Substance can easily be used to add visually stunning graphics […]

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Now Available – Lumberyard Beta 1.2

by J.C. Connors | on | Permalink | Comments |  Share

We are excited to announce the release of Lumberyard Beta 1.2, which you can now download here. With each release, the Lumberyard team looks at ways we can help you achieve higher quality results by iterating on the features, performance, and stability of each of the engine’s components. We’re big believers in kaizen—the Japanese philosophy […]

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Reflections on GDC 2016

by Eric Schenk | on | in Events* | Permalink | Comments |  Share

With the release of Lumberyard Beta 1.1 and our participation in the Game Developers Conference, March was an important milestone for the Lumberyard team. This was the 30th year of GDC and the 18th I’ve attended. We’ve witnessed significant change in our industry over these years. Platforms and products have evolved. Game development has become […]

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Code Archeology: Crafting Lumberyard

by Luis Sempe | on | Permalink | Comments |  Share

Grab your weathered fedoras, we’re doing some code archaeology. Engines evolve over time. The more people involved and the more projects it produces, the more an engine gets filled with all kinds of code. Code that fixes game-specific problems, code that is cleverly optimized, ultra-verbose code, code that looks like it participated in an obfuscated […]

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Extending the FBX Importer

by Ronald Koppers | on | Permalink | Comments |  Share

With the recent code drop of Lumberyard came our new FBX Importer, which gives developers the ability to export single meshes and materials. The FBX Importer has been one of the most consistently requested features for Lumberyard. We’re quite excited about how the interface works and looks and the overall direction it’s heading, but there’s […]

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Reworking Lumberyard’s Entity Framework

by Bill Merrill | on | Permalink | Comments |  Share

Technology providers and studios have pumped an incredible resources into building technology that enables faster iteration, rapid feedback, early error detection, and enables team members of vastly different skills to work together to build high-quality gameplay. As the engineer leading up some of our workflow efforts, I’ve had the joy of working with a team […]

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FBX Importer Preview

by David Chiapperino | on | Permalink | Comments |  Share

Since the launch of Amazon Lumberyard Beta in February, we’ve been talking to developers, reading emails, and listening to forum posts about features that developers want to see in the engine. One of the most popular requests has been for FBX support. Lumberyard Beta 1.1 introduces the new Lumberyard FBX Importer which allows developers a […]

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Using Autoscaling to Control Costs While Delivering Great Player Experiences

Game developers with real-time multiplayer games tell us they want to spend less on infrastructure expenses while still providing great online experiences for their players. The challenge is that player demand can fluctuate each day, hour, or even minute. When server capacity is fixed, developers run the risk of having too much or too little […]

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Now Available – Lumberyard Beta 1.1

by J.C. Connors | on | Permalink | Comments |  Share

Today, less than five weeks after the launch of Lumberyard, we are pleased to release Lumberyard Beta 1.1. This update includes 208 improvements, fixes and features; and is available for immediate download here. With Lumberyard Beta 1.1, we are releasing several significant workflow improvements, introducing mobile support, and extending the functionality of Twitch ChatPlay. The […]

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Amazon GameLift Adds New Regions and Autoscaling Features

Today, Amazon GameLift expands to two new AWS regions in addition to the currently available Northern Virginia and Oregon regions. Developers can now deploy game servers for their session-based, multiplayer games throughout North America, Europe, and Asia Pacific. New region names are: eu-west-1 (Ireland) and ap-northeast-1 (Tokyo) Endpoints are: gamelift.eu-west-1.amazonaws.com and gamelift.ap-northeast-1.amazonaws.com. Additionally, Amazon GameLift’s new autoscaling feature lets developers […]

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