Amazon Lumberyard is a free, cross-platform, AAA game engine deeply integrated with AWS and Twitch – with full source code provided. Whether you are a major studio, an indie developer, a student, or a hobbyist, Lumberyard provides a growing set of tools to create the highest-quality games, connect your games to the vast compute and storage of the AWS, and engage fans on Twitch. Lumberyard's robust professional tools help developers build games with beautiful worlds, realistic characters, and stunning effects. Additionally, with Lumberyard’s AWS integration, developers can add cloud-connected features to a game in as little as minutes (e.g., dynamic content, daily news, leaderboards, or server-side combat resolution). Lumberyard is also integrated with Amazon GameLift, the AWS service for deploying, operating, and scaling dedicated game servers for session-based multiplayer games.
Amazon Lumberyard is free, with no seat licenses, royalties, or subscriptions required. With Amazon Lumberyard, you only pay standard AWS fees for the AWS services you choose to use.
Lumberyard is free, including source. We make money when you use other AWS services to power your game. We built Lumberyard to make it faster and easier to build fantastic live, multiplayer, community-driven games—which naturally connect to the cloud to provide these features to players. If your game doesn't connect to the cloud, you pay us nothing. There are also no seat fees, subscription fees, or requirements to share revenue. You pay only for the infrastructure resources you choose to use. For full licensing details, see our Licensing FAQs below.
Lumberyard is made up of proven technology from CryEngine, AWS, Twitch, EMotion FX, and Double Helix. We’ve hired some of the best game technologists in the world, who have already made over 3,300 improvements, new features, and fixes to Lumberyard since launch. Some examples of new functionality we've released since launch include:
We've introduced a new Component Entity system, a modern approach to composing complex entities out of simpler entities. Content creators can just drag and drop components to build the behavior they want, edit component settings live in the Editor, and create Lua and visual scripts to quickly change or extend the behavior of an entity. To help you iterate on more complex scenes, entities can be grouped together into "slices," and those slices can in turn be used to create more complex slices, resulting in a fully cascading prefab system.
We've created new asset workflows designed to take artists from their favorite digital content creation tools right into gameplay in seconds. The asynchronous Lumberyard Asset Processor automatically imports and performs live updates of assets in seconds— and across target device platforms. Just drop an asset file in your project directory, or save a change to an existing file, and those assets are processed, optimized, and updated in the editor in seconds.
The Lumberyard Editor has a new information architecture and UI that were rebuilt in Qt and designed to be easier to use and accelerate your productivity.
We've integrated a networking layer, GridMate, so your engineers can more easily build low-latency multiplayer games with large numbers of players.
We’ve introduced Cloud Canvas, the Cloud Gems Framework, and Cloud Gem Portal, which allow your engineers and technical designers with little to no backend experience to build live online game features, such as community news feeds, score sharing, and server-side combat resolution, in as little as minutes using Lumberyard’s visual scripting system and pre-built Cloud Gems.
We've integrated with Amazon GameLift, so you can deploy, scale, and operate session-based multiplayer games with dedicated servers.
We have added a new code generation system to allow you to annotate your C++ code and generate the code you need.
We’ve advanced the engine to include support for mobile devices, including support for iOS Metal and 1-click Android deployment.
We’ve created a new launcher and Project Configurator so your team can get set up with less engineering help.
We’ve also created new workflows so your artists can iterate faster and create higher-quality content, including a new particle effects editor, new FBX importer, and UI editor.
We have shifted our new feature development from Lumberyard to Open 3D Engine (O3DE), but will continue to provide critical security fixes to Lumberyard 1.28 as needed. Additional support for Lumberyard is available via AWS Premium Support plans.
Lumberyard currently supports PC, Xbox One, PlayStation 4, iOS (iPhone 5S+ and iOS 7.0+), and Android (Nexus 5 and equivalents with support for OpenGL 3.0+). Lumberyard also supports dedicated servers on Windows and Linux. Please note that Sony and Microsoft only permit developers who have passed their screening process to develop games for their console platforms.
If you are a licensed Microsoft Xbox developer, please email your name, studio name, and the licensed e-mail address to email@example.com. If you are a licensed Sony PlayStation developer, please visit SCE DevNet. Under the Middleware Directory, click "Confirm Status" for Amazon Lumberyard.
No, but by downloading or using Lumberyard, you agree to the AWS Customer Agreement and Lumberyard Service Terms. If you want to use Amazon GameLift or Lumberyard’s Cloud Canvas to build connected gameplay features, you or someone from your game team needs to register for an AWS account and provision services to your account.
No. If you own and operate your own private servers, you do not need to use AWS. You can also use Lumberyard without AWS if your game does not use any servers. For example, if you release a free-standing single‐player or local-only multiplayer game, you pay AWS nothing.
To enable team members to access AWS through Cloud Canvas, you first need to create an AWS Identity and Access Management (IAM) user for your team members and generate access keys and secret keys. Your team members can enter these keys in the Lumberyard Editor’s Credentials Manager under the AWS menu. For more information, please see the Cloud Canvas and IAM documentation.
Yes, Cloud Canvas lets you configure permissions so your development, test, and release resources can have different access restrictions. Cloud Canvas creates IAM Managed Policies, which can be used to grant access to the IAM Users and Groups you choose. You can customize the permissions by editing your Cloud Canvas configuration in the Lumberyard Editor, and update the user and group assignments in the AWS Management Console as needed.
No, you can sell your game wherever you'd like. Of course, we’d love to see your game on Amazon, and you can find information about publishing PC and Mac games on Amazon here and publishing Android games on the Amazon Appstore here.
No. While you may maintain an internal version of Lumberyard that you have modified, you may not use Lumberyard to distribute your own game engine, to make improvements to another game engine, or otherwise compete with Lumberyard.
No. We make the source code available to allow you to fully customize your game, but your rights are limited by the Lumberyard Service Terms. For example, you may not publicly release the Lumberyard engine source code (except on the Lumberyard GitHub repository), or use it to release your own game engine.
O3DE is open source, licensed under the permissive Apache 2.0 license. Learn more about O3DE at o3de.org.
Yes, you may distribute your own fork of Lumberyard via the Lumberyard Repository (your fork must be parented to our repo) on GitHub, as long as you comply with the requirements of our terms, and include a copy of our license notice in your fork. Users who use your fork must agree to the AWS Customer Agreement and the Lumberyard Service Terms, and their use of your fork is governed by those terms.
Also, you can redistribute up to 50 lines of source code on forums (including the official Lumberyard contribution forum) or elsewhere. You may also share modifications with your contractors and publishers working on your game, as set out in the Service Terms. Otherwise, you may not release Lumberyard engine source code.
No. When you publicly share an improvement to Lumberyard, you give other Lumberyard customers a license to use that improvement under the same terms that govern Lumberyard itself, and you give us a license to use that improvement without restriction.
Yes, though feature development by the AWS team has shifted from Lumberyard to O3DE. The Lumberyard source code is available on GitHub. You may submit code for Lumberyard in the form of a pull request. See the contribution guidelines on our GitHub page for details.
Yes. Your game may read and write data to platform services and public third-party game services for player save state, identity, social graph, matchmaking, chat, notifications, achievements, leaderboards, advertising, player acquisition, in-game purchasing, analytics, and crash reporting.
Yes. You can use hardware you own and operate for your game. It’s also ok for your users to connect peer-to-peer, and for users to host personal servers (as long as they’re not operating as a service provider business).
Not on their own. You can modify and/or redistribute Lumberyard sample assets such as audio, textures, meshes, animations, game data files, and scripts as part of your game. But you can’t, for example, resell Lumberyard assets in an asset store.
Yes. Lumberyard is already integrated with popular middleware, including Perforce, Wwise, Substance, Speedtree, and more. If you’re a middleware provider interested in integrating with Lumberyard, please contact us.
Yes. Your right to redistribute Lumberyard in your game includes the right to redistribute pieces of the development environment in your game too. A list of redistributable components is included in the documentation. These rights also apply to companion products that you make available to end users to modify and create derivative works of your game. If you want to distribute Lumberyard components in source code form, please contact us.