Get started with Amazon Lumberyard - Amazon Lumberyard

Get started with Amazon Lumberyard

This Get started guide is a work in progress and is undergoing continual improvement. Please leave feedback using the Feedback link at the top of the web page. More tutorials are coming soon!

Often times, the best way to learn is to do. Amazon Lumberyard was designed and created to help you make games, not read docs, so let’s make your first game!

We’ve designed a very simple game that can be built in a few hours with Amazon Lumberyard. As you work through the tutorials in order, you’ll learn about the different features and workflows in Lumberyard, and build comfort with the Lumberyard Editor interface.

At the end, you’ll have a simple packaged version of a game you can share. It won’t win any awards, but you’ll understand the myriad features of Lumberyard, from slices and components to physics to scripting to input and audio support.



Have you installed and configured Amazon Lumberyard yet? Nope?

To get started "getting started", you will need the following on your local computer:

  • Amazon Lumberyard 1.26 or greater

  • Visual Studio 2017 (version 15.9.27+) or 2019 (version 16.7.3+), including the Community Edition

  • The WelcomeGuideTutorials game project.

  • A basic understanding of the concepts used in developing 3D games


We’ve provided a Lumberyard project containing the assets required to complete this tutorial series. You can download the project here:

Need some help setting up Lumberyard for the first time? Start here!

Or, you can watch a video on setup made specifically for this tutorial series:

Are you good? If so, let’s go over the basic bits we provide you to get started.


We’ve provided a small project game containing assets for this tutorial series. Assets include meshes, textures, scripts, and complete levels for the end of each tutorial chapter.

The asset package contains the following directories (among others):

  • \WelcomeGuideTutorials (root)

    • \Actors — Contains the .fbx and .mtl files for the "chicken" asset. The .fbx files contain meshes and a skeleton. The .mtl files are material files containing surface properties that define the look of the chicken.

    • \InputBindings — Contains the input configuration files for the tutorial game.

    • \Levels — Contains the data for each chapter’s level configuration.

    • \ScriptCanvas — Contains the scripts you’ll work with for each chapter.

    • \Slices — Contains the assembled slices (prefabs) for the chicken and other assets used in the tutorials.

    • \Textures — Contains the texture images used in the tutorials.

Open the ZIP file and place the folder and its contents under the \dev directory in your Amazon Lumberyard installation path. (For example, C:\Program Files\Amazon Lumberyard\dev.) We provided levels for each "chapter" of the larger tutorial series, so you can just pick a chapter you’re interested in, load the final level for the preceding chapter, and start there. Or, you can start from chapter 1 and build each level on your own. Your time; your call!

About the tutorial game

               coop logo

In this series of tutorials, you’ll develop a game we called "Flyin' the Coop". (You can name it whatever you like! Tech writers only think they’re clever.) This is a simple game where you control a nameless, lonely chicken as they attempt to escape the coop that imprisons them. Across each chapter, you’ll develop a little experience with the different features of Lumberyard as they related to specific game development tasks, in an order that builds upon prior learning. Each chapter is relatively short and is designed to help you get over that first hurdle when working with a new tool: getting comfortable with the different features, tools, terms, and workflows.


Get started with Amazon Lumberyard tutorial chapters
Chapter Description

Tutorial One: Create a level

Start here if you’re brand new to Lumberyard. Here, you’ll learn how to go from launching Lumberyard to creating a basic level.

Tutorial Two: Create an entity with White Box

Learn how to create an entity, work with components, and sketch meshes with White Box.

Tutorial Three: Build a player character

Learn how to import assets from .fbx files, and build a player character slice.

Tutorial Four: Create PhysX colliders

Learn how to add PhysX colliders to White Box entities. You’ll also learn to use the PhysX Player Controller to add a simple collider to a player entity, and use the Input and Script Canvas components to support player input.

Tutorial Five: Handling player input through Script Canvas

Learn how to create your own input events, and build a Script Canvas network to respond to input.

Tutorial Six: Add a camera

Learn how to create a simple 3rd person follow camera for the player character.

Tutorial Seven: Create terrain

Learn how to create more detailed terrain in your level.

Tutorial Eight: Create environment props with White Box and slices

Learn how to create props for you level with White Box meshes and dynamic slices.

Tutorial Nine: Package and build a release

Learn how to export your level and create a stand-alone package of your game.