Train2Game News GameLift now supports C++ and C#

Amazon Web Services, Inc. (AWS), an company (NASDAQ: AMZN), today announced that Amazon GameLift now supports games built with any C++ or C# game engine, including Amazon Lumberyard, Unreal Engine, Unity, and custom developed engines. With Amazon GameLift, developers can quickly scale their dedicated multiplayer game servers to support millions of players using AWS’s highly available cloud infrastructure, without investing thousands of hours in upfront engineering. 
AWS also announced that Amazon GameLift includes new matchmaking functionality that intelligently selects the closest available game server based on each player’s location, giving players the lowest possible latency by leveraging AWS’s broad global footprint. Game developers only pay for the compute, storage, and bandwidth resources their games use, with no upfront commitments or monthly contracts. To get started with Amazon GameLift, visit

Expectations for multiplayer games have never been higher. Gamers demand short wait times to connect to games, imperceptible server latency, and bulletproof stability. To meet these expectations, game developers have needed to invest thousands of hours of engineering to build systems that manage server infrastructure and scale capacity. 

Amazon GameLift is a managed service for deploying, operating, and scaling dedicated game servers for session-based multiplayer games. With Amazon GameLift, developers simply add the Amazon GameLift SDK to their games, upload their game servers, and launch the service in the AWS Management Console. The service then automatically deploys game servers across the AWS Cloud and starts connecting players to games. 

Amazon GameLift’s new matchmaking functionality continually scans available game servers around the world and matches them against player requests to join games. If low-latency game servers are not available, the service’s autoscaling feature can automatically start one, hundreds, or even thousands of game servers across AWS’s global regions. Autoscaling also eliminates wasted capacity by stopping unused game servers in minutes, lowering Amazon GameLift costs by an average of 50 percent. With Amazon GameLift, developers can be confident that on day one that their multiplayer games can scale to support millions of players, while maintaining the high performance gamers expect.

“The majority of leading game companies use AWS, and our customers have consistently asked us for an easier way to deploy, operate, and scale dedicated game servers for their multiplayer games,” said Chris Dury, General Manager, Amazon GameLift. “We built Amazon GameLift to save developers time and money while delivering world-class experiences for their players. We are excited to now offer Amazon GameLift’s benefits to more game developers by adding support for any C++ and C# game engine.”                        

Gearbox Software, the award-winning developer of blockbuster franchises including Battleborn, Borderlands, and Brothers in Arms, is beginning to deploy Amazon GameLift. “Now that Amazon GameLift is available for all game engines, we’re excited about its potential to help us deliver the lightning-fast, seamless online multiplayer experiences our fans demand,” said Neil Johnson, Technical Director at Gearbox Software.

Independent developer Proletariat uses Amazon GameLift to quickly deploy and manage their multiplayer game servers. “For the team at Proletariat, the choice was pretty simple – hire a team of engineers to spend months building our own cloud infrastructure, or launch our game on Amazon GameLift in a couple of days,” said Seth Sivak, CEO of Proletariat. “Amazon GameLift made it easy for us to inexpensively give our fans world-class online experiences.”

South Korea-based AON Interactive, a mobile game studio, is adopting Amazon GameLift for their next game codenamed, Project Road-99. A real-time, multiplayer racing game, Project Road-99 lets players create and share their own tracks and compete with their friends. “Amazon GameLift is helping AON develop fast, stable multiplayer experiences for our players on mobile devices in any region of the world, with incredibly low latency,” said BR Choi, CEO of AON Interactive. “Amazon GameLift’s ability to smartly match players and instantly scale capacity will help AON give our players the best possible experience, while saving us time and money.”

Developers can start using Amazon GameLift using the AWS Management Console or by downloading the SDK at

Train2Game News Marmalade engine upgrade

Marmalade Technologies Ltd, a privately owned technology company, brings C++11 support to the Marmalade Platform.
In September, Marmalade Technologies introduced a standalone beta of the Marmalade Platform with C++11 support. Today, with release of the  Marmalade 8.4, C++11 support comes out of beta and is now available as standard. 

“C++11 marks a step change in the overall capability of the language, enabling developers to write more expressive, efficient and maintainable code,” says Adalberto Bruno, CTO at Marmalade Technologies. “C++11 is also becoming increasingly popular in 3rd party codebases, many of which are complementary to modern game development.”

Continuing to deliver on its core cross-platform capability, the Marmalade Platform removes the need to write compiler or library specific code when using C++11, offering consistent and predictable behavior regardless of the target platform.

“Although C++11 is not a new standard, only now are compiler vendors reaching mature support and even then there remains differing levels of capability, depending on the toolchain and target platform,” says Ryan Gilmour, Head of Product Management. “We’ve taken all that additional complexity away and levelled the playing field for developers who want to take advantage of C++11, with a write once, deploy anywhere approach.”

Alongside C++11 support, this update brings over 200 bug fixes and improvements across all areas of the Marmalade Platform. From support for Slide Over and Split View multitasking on iOS 9 to the latest Chromium Embedded Framework for webviews on Windows Desktop,  Marmalade 8.4 is one of our biggest releases to date.

The latest version of the Marmalade Platform with C++11 support is available now from the Developer area of the Marmalade website.

Train2Game News Unreal Engine 4 available

Unreal Engine 4At the 2014 Game Developers Conference, Epic Games opened Unreal Engine 4 to the world, releasing all of its leading-edge tools, features and complete C++ source code to the development community through a new subscription model. Developers can sign up for UE4 for PC, Mac, iOS and Android by paying $19 per month, plus 5% of gross revenue resulting from any commercial products built using UE4.

“This is our complete engine, with everything Epic provides to leading game developers, priced accessibly for teams of all sizes, budgets and aspirations,” said Tim Sweeney, founder of Epic Games.

With the release of UE4, Epic is moving to a community-centric model built around forums, a Wiki and AnswerHub Q&A, with GitHub hosting the complete C++ source so developers can utilize its robust collaboration functionality for experimentation and sharing.

“This is smart. It’s an enlightened way for developers to create great games and easily bring them to Steam,” said Gabe Newell of Valve.

“Now is a great time to be an independent developer,” said Sweeney. “There are amazing platforms and distribution opportunities available, and with this release we hope the Unreal Engine can help developers build cool new things.”

– Unreal Engine 4 engine and game code are developed in C++, using Microsoft Visual Studio (a free version is available), and Apple’s Xcode.

– Unreal Engine 4 provides a rich suite of tools for content developers including the Blueprint visual scripting system, giving designers and artists unprecedented power to construct gameplay logic without programming; a visual material editor; the Persona animation system; and Matinee timeline-based machinima and cinematics system.

– In addition to the new subscription model, Unreal Engine 4 can be licensed via custom-negotiated terms, for companies that wish to form a closer support relationship with Epic, or to reduce or eliminate the 5% royalty in exchange for up-front payment.

Visit for access to Unreal Engine 4.

You can check out the power of Unreal Engine 4 in the video below

Train2Game News: Opportunity to work with SpecialEffect on once in a lifetime project

Special Effect logoSpecialEffect have an exciting opportunity for a talented programmer from the Train2Game student pool.

SpecialEffect are working on a very exciting, helpful new project. The games charity is creating a fully accessible chess game for absolutely anyone to play, no matter what disability they may have.

The plan for the game is to be able to use any body part to play the game or even using the power of the mind thanks to technology such as the EPOC system. SpecialEffect specialise in creating hardware and software that is simple to use for people with all abilities.

The charity require a programmer to help finish off the work they have been doing on the project. This could be a once in a life time opportunity to work on an amazing project and really make a difference in the lives of so many people who may have trouble playing games in the fashion we are all so used to.

The charity are looking for a C++ programmer and the programmer who has developed the software so far will be available to give support.

This is an unpaid position but working on this project would be a brilliant addition to your CV as it will get some a lot of attention from the games industry media and possibly national media.

Dr Mick Donegan, Founder and CEO of SpecialEffect, said “Anyone who is potentially interested is welcome to get in touch and we’ll happily send the existing code for them to look at. We’ll also demo what we’ve got and talk them through what’s required to finish off the game.”

If you are interested in the job get in contact with at

Train2Game News: Paid C++ Job Opportunity

Top job opportunity for Train2Game students with raw talent who want to join a London based indie that is going places.

A friend of Train2Game is looking for a C++ coder to work in Soho for a contract which runs until January that could then become permanent.

The details of the job can be found below, if you are interested contact and he will put you in contact with the studio.

Role Purpose
Looking for a skilled and experienced Server Developer to join a small, creative, indie team working in Soho London.

Team/Department Mission
This role is part of a larger team creating games and entertainment services influenced by changing consumer consumption and emerging business models. Part of its purpose will be to showcase functionality of specific platforms but the primary goal is to establish new entertainment franchises. The ethos of this team is to be distinctive, deliberate and disruptive. It has large ambitions.

Key Accountabilities

  • Develop and maintain software services to support gameplay, data sharing, and title instrumentation.
  • Develop and maintain client (game) side library’s to interface with server/cloud hosted services.
  • Work with IT infrastructure engineers to onboard and maintain services.
  • Affect gameplay engineers to ensure game supports synchronous, remote multiplayer modes.
  • Implement game state synchronization.
  • Understand and refine game & customer behaviour requirements by working with non-engineering disciplines.
  • Implement in-game telemetry and reporting mechanism.
  • Understand and create data storage and reporting system to deliver relevant game & customer behaviour reports to non-engineering disciplines.
  • Affect IT infrastructure decisions to support the above.

Knowledge, Skills and Experience

  • Have shipped something really cool that is networked/online/connected to a cloud or datacentre

– could be a AAA game or an indie game or both,

– could be a streaming service, peer-to-peer BitTorrent-like system, anything web-service on the backend. It just needs to demonstrate that you can design and implement web services in a game-like environment

  • Have good understanding of caching, queuing, naming, and data structures, especially how they’re key to making backend systems work
  • Have designed and implemented working modules (ie cache server, proxy server, leaderboards, authentication, chat systems)
  • Experienced, willing and eager to work with cloud platforms and services. You’ve got to have a bit of sys-admin in you!
  • Proficient in Java, C++, C#, Node.js or whatever language you need to get the job done well
  • Very strong problem-solving skills.

Personal Attributes/Interpersonal Skills

  • Excellent oral and written communication skills.
  • Outgoing and pro-active personality who thrives on working within a team.
  • Self-motivated with a drive for excellence.

If you are interested in applying for the position then email Harry at

Train2Game News: Train2Game Radio – Muir Halleron

Muir HalleronI got the pleasure of interviewing a young man named Muir recently who is just coming to the end of section 1 of his course. You may have seen Muir on Twitter or the Train2Game Forum as he is always very active on there. Now you can find out more about him!

You can here the interview here:

Or read the transcript below:

Hi my name is Muir, I’m a Games Development student with Train2Game and I live in Widnes, Cheshire.

Hi Muir, how you doing mate?

I’m alright thanks Mark, how are you?

I’m good cheers buddy. So tell me, how did you get into Games Development?

Well, I’ve always loved games. My first games console was when I was like four years old and it was an Odyssey 2, if you can remember back that far! Showing my age. I’ve just been really interested in games going all the way up to Nintendo, Xbox360 and PlayStation. When I saw the Train2Game thing online I went on the website, filled out a form and didn’t think twice about it really.

Was there any particular game that made you want to get in to development its self?

Probably the Elder Scrolls series. I had a play with the Elder Scrolls, Skrim it was, there game engine that they use that they have opened up to allow people to mod the game. I was just absolutely gob smacked by it and everything that goes in to making a game. I’d say that’s probably the biggest series that’s worked.

Yeah. Were you into coding before that or is it something you have learnt through Train2Game entirely?

It’s pretty much something I am learning just through Train2Game. I remember when I was really little, about five or six years old, my Dad bought a home computer and I actually had a go at learning BASIC on that. It got to the point where I could make a really, really simple game on BASIC and that was about it.

So what have you been up to with your games development at the minute?

Well right now I’m nearly finished with Section one in the course and I’ve lately been doing the one game a month challenge that’s online. That’s

Oh yeah? How’s that going?

It’s going pretty good, this month has been pretty slow, I’ve had a mental block with coding for some reason this month but the last 3 months I’ve made one game a month. The first one was something based on one of the Game Maker tutorials in the intro booklet for the Train2Game course and the other two were ones I came up with, on myself. The last one being completely done in C++. I’m actually really proud of that one!

Nice, so it sounds like you are progressing quite well then?

Yeah and I just recently I’ve also been accepted with Road Hog Games. Doing there student initiative.

Ah very nice and what are you doing with them?

Well right now it’s a group of two developers, two designers and two artists I believe. We are in the process of making a game under the tutelage and support of Road Hog Games.

Finally, What is your greatest ambition for your career?

Well I am hoping eventually to be able to get to a point where I can either work for a well developed gaming company as a developer or go in as an indie dev and make my own games.

Is there any company in particular that you’d want to work for?

Well in this area, just in Widnes, there’s actually Sony Evolution Studios is in Runcorn which is real close to where I live. So I’ve been feeling the waters with them a bit and there’s a few other small gaming companies in Liverpool and Manchester as well.

Excellent. Well thank you very much Muir!

Thank you Mark!