AWS for Games Blog

Lumberyard @ SIGGRAPH 2016

  Join Lumberyard at the Anaheim Convention Center in California for SIGGRAPH 2016;  five days full of events, computer graphics, interactive techniques, demos, screenings, and hands-on sessions with various building tools! Visit us at Booth #655, found on the Expo Hall – Hall D, during the following times: Tuesday July 26th – 9:30 AM to 6:00 PM […]

Introducing the Lumberyard Cloud Canvas Resource Manager

One of the ways Lumberyard is deeply integrated with AWS is through Cloud Canvas, a set of tools designed to help your engineers and technical designers—even with little to no backend experience—build online game features. Last month, we released Lumberyard Beta 1.3, which includes a new tool for Cloud Canvas – the Cloud Canvas Resource […]

Automating Deployments to Amazon GameLift

One of the perks of building a multiplayer game in Lumberyard is using Amazon GameLift to manage the backend. Amazon GameLift is our managed service for deploying, operating, and scaling session-based multiplayer game servers in the cloud. Teams making multiplayer games must have a backend strong enough to handle sudden player population spikes, and GameLift […]

New Cloud features and improved workflows in Lumberyard Beta 1.3

In his post, Hao Chen covered HDR, VR, and other graphics improvements in Lumberyard Beta 1.3, available for download here. I wanted to tell you a bit more about some of the other 130 improvements, fixes, and features this update includes. Our character team has updated the FBX Importer with the ability to import multiple […]

Build for Any VR Device with Lumberyard Beta 1.3

The gaming industry is always evolving, and one of the most exciting new technologies to capture the imagination of our customers is VR. Lumberyard is already a powerful graphics engine, which makes it ideal for VR content creation. Lumberyard Beta 1.3, which we’re releasing in a few weeks, includes support for VR game development and […]

HDR Rendering in Lumberyard

Understanding how human perception differs between observing the real world and viewing game worlds helps us build great visual tools. The real world is a beautiful place, and our eyes excel at taking it all in. Until recently, though, there has been a gap between the fidelity of the real-world and what we’ve been able […]

Lumberyard Substance Integration

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 […]

Now Available – Lumberyard Beta 1.2

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 […]

Reflections on GDC 2016

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 […]