AWS for Games Blog
Category: Game Development
Offer employees flexible work arrangements while maintaining a secure game pipeline
In recent years, games were mostly built behind key-carded doors. While other tech industries adopted remote work to allow for distributed production, most game studios required employees to work in the office. But distributed production of games is not entirely new. From artists to programmers to producers, in most aspects of game production, there’s some […]
A Guide to Amazon GameLift & Game Servers
As game developers, your players expect a great in-game experience, with low latency and uninterrupted play. As the number of concurrent players grows, so does the complexity of the infrastructure needed to support them. Game server hosting is a critical piece to your overall game backend architecture for session-based multiplayer games. It’s critical to your […]
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 […]
How the power of voice can supercharge gaming
Doppio is a voice game developer based in the sunny part of Europe that has created voice game hits such as The Vortex, The 3% Challenge, and the iconic PAC-MANTM WAKA WAKA. Jeferson Valadares is a game veteran bringing his experience from renowned studios such as BioWare, Playfish, Digital Chocolate, and BANDAI NAMCO. Christopher Barnes […]
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 […]
Amazon GameLift is now easier to manage fleets across regions
Today, we’re excited to release an update to Amazon GameLift that enables you as a game developer to speed up your time to market using simpler fleet management. GameLift, an AWS managed service for deploying, operating, and scaling dedicated servers for multiplayer games, enables you as a developer to create a 200+ player battle royale […]
Amazon GameLift announces general availability of six new regions
Today, we’re excited to release an update to Amazon GameLift that increases global coverage for developers, while providing seamless, low-latency gameplay experiences for players worldwide. GameLift, an AWS managed service for deploying, operating, and scaling dedicated servers for multiplayer games, enables you as a developer to create a 200+ player battle royale game with Large […]
Introducing the Amazon GameLift FleetIQ adapter for Agones
Authored by Jeremy Cowan, Principal Specialist SA, Containers, Trevor Roberts, Senior Solutions Architect Launching a new game title carries a certain amount of risk, requires a fair amount of investment, and might require a lot of compute power. Though exciting as it may be, you don’t always know whether the game will be a runaway […]
How Ankama shifted its analytics into the cloud using Amazon Redshift
The creatively inspired studio behind Dofus and Wakfu explains how it transformed data into insights with new architecture and data warehousing. The games industry is fierce in its competitiveness and remarkable in its creativity, but few studios are as immersive in their world building across multiple media as Ankama. The studio takes each of these […]
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 […]