Game Production in the Cloud
summary
Migrating studio pipelines into an AWS Virtual Private Cloud moves content creation, version control, build farms and testing into scalable services: virtual workstations run Unreal Engine and remote editors, Perforce sits behind global proxy servers for fast checkin/checkout, CI/CD uses Jenkins/TeamCity with on‑demand Mac and Windows instances, Unreal Swarm distributes a 1‑hour lightmap render down to ~4 minutes and an engine co‑build drops from 2–3 hours to ~15 — demos run successfully.
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chapters (14)
- 0:00Intro
- 2:04AWS
- 2:19Agenda
- 2:51The Problem
- 4:09Studio Infrastructure
- 5:50New Hires
- 9:49Workstations
- 11:35Version Control
- 13:54Continuous Integration
- 15:32Build Farms
- 16:55Mac instances
- 18:01Asset farm
- 18:43Examples
- 20:24Live Demo
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