In this two-part series, we explore the technology behind Hwei's unique spell casting paradigm. It took many ideas and iterations before we landed on a solution that makes Hwei’s spell casting feel precise and fluid, and allows players to paint disaster and despair onto their opponents. In the second part, we uncover issues with the first iterations and approach Hwei's Spellbooks from a new direction.| Riot Games Tech Blog News Feed
In this two-part series, we explore the technology behind Hwei's unique spell casting paradigm. It took many ideas and iterations before we landed on a solution that makes Hwei’s spell casting feel precise and fluid, and allows players to paint disaster and despair onto their opponents. In the first part, we'll sketch the outline of the challenges Hwei's spells present, and early explorations on a solution.| Riot Games Tech Blog News Feed
In this article, we explore some of the challenges the team faced when reviving the Nexus Blitz game mode this year, from upgrading older systems to making them more accessible for future developers.| Riot Games Tech Blog News Feed
Earlier this month, nearly a hundred Rioters traveled to Las Vegas to attend AWS re:Invent, a weeklong conference hosted by AWS. This year, we also had a number of activations for attendees, letting allowing us to deepen our engagement with the global cloud community and celebrate our games and IP. In this article, we’ll give a quick recap of our presence - the presentations, the booths, the party - and a human grab claw!| Riot Games Tech Blog News Feed
Hello! My name is Ryan Price, and I work on the backend services that power League of Legends, focusing on the efficiency and reliability of the game loop as well as a few other out of game experiences. In this article, I’m going to be walking you through a recent bug that was impacting our competitive leagues, and how we dove deep into one of League of Legends’ most legacy pieces of technology to mitigate it.| Riot Games Tech Blog News Feed
In this article, I’ll cover how we took Renata Glasc's ultimate from a hacky prototype to a game-changing spell, cleaning up some legacy code and systems along the way.| Riot Games Tech Blog News Feed
In this article, I’ll be describing how we handle patches across PC and mobile for TFT, and how this relates to quality assurance. Later, I’ll tag in my engineering counterpart, Gavin Jenkins, to give a super techy point of view on patches, and we’ll dive into two use cases that demonstrate different types of patches and how we deploy them.| Riot Games Tech Blog News Feed
Hi, I’m Guy Kisel, and I’m a software engineer on Legends of Runeterra’s Production Engineering: Shared Tools, Automation, and Build team (PE:STAB for short). My team is responsible for solving cross-team shared client technology issues and increasing development efficiency. In this article I’m going to share some details about how we build, test, and deploy Legends of Runeterra, a digital collectible card game.| Riot Games Tech Blog News Feed
In this tutorial article, engineer Brian Teschke breaks down the ways his team battles system instability.| technology.riotgames.com
What’s it like to be a part of Riot Tech? Explore everything from titles and personal development to tech challenges and philosophies.| technology.riotgames.com
http://riot.com/1Y02co4 #RiotTechBlog| technology.riotgames.com
This article describes the technical backbone of events like Worlds, including our networking solutions, broadcast tech, and PC fleet.| technology.riotgames.com
Bill Clark discusses classifying and managing tech debt at Riot.| technology.riotgames.com
What does it take to manage a live game like League of Legends or VALORANT? Riot Direct aims to reduce lag and smooth out internet bumps for players across the globe.| technology.riotgames.com