Hi, I’m Rick Hoskinson, an engineer on the Deterministic Disaster Recovery team, and I’m here to talk about how we gave ourselves the power to turn back the hands of time in League of Legends. In this series of blog posts, I hope to give you a glimpse of what that work looked like, juicy technical challenges and all. In this first post, I’ll introduce the problem and how we chose to solve it.
Hey everyone, my name is Michael Hill and I’d like to introduce you to Riot’s automated ticket agent, Blitzcrank Bot.
Hi, I’m Paul Geerts and I’m one of the engineers on League’s Render Strike Team. A while back my buddy Tony posted an article about how League of Legends currently builds a single frame of the action. Today, I’d like to dive into a component of the rendering pipeline that we’re actively improving: materials. I’ll discuss some of the changes we’ve made and why they’re important for players and developers alike.
In our previous article, we discussed some of the networking involved in rCluster, Riot’s solution for worldwide application deployments. Specifically, we talked about the concept of overlay networks, an implementation we leverage called OpenContrail, and how that solution plays with Docker. In this post, we’ll build on that foundation and dive deeper on other topics: infrastructure as code, load balancing, and failover testing.
In my last two articles, I introduced Masteries - our framework for clarifying career progression within Riot Engineering. I covered the design of the system and how we arrived at version 1.0. In this article, I’ll discuss the rollout, lessons learned, and our plans for the future of Masteries.
Hey there! My name is Michal 0xDEADB33F Ptaszek, and I’m a software architect at Riot. Today I would like to talk about communication. But not the kind of communication you’re probably thinking of. I want to talk about the other, more exciting kind of communication: LoL players communicating with chat servers during a tense game; authentication servers communicating with the LoL client on login; microservices that route state changes between clients in the middle of the night - you know, that kind of communication.
If you see something you want to know more about, drop a comment and let us know! For now though, let’s dive in.
Hey all, this is David Press and Doug Lardo, two engineers working on improving the data center networking that enables online services at Riot. This article is the third part in a series on exactly that topic, which begins with an overview from Jonathan of a platform we called rCluster.
Hi, I’m Tony Albrecht and I’m one of the engineers on the new Render Strike Team under the Sustainability Initiative in League of Legends. The team has been tasked with making improvements to the League rendering engine, and we’re excited to get our hands dirty. In this article, I’ll provide a run-down on how the engine currently works - hopefully this will be the foundation on top of which I can later discuss the changes we make.
With the current scale of a game like League of Legends, it can be hard to remember the humble beginnings: a small group of developers too busy shipping a game and putting out fires to think about fine tuning systems, pipelines, and processes. And while we’ve changed a lot, our priorities remain the same: we’ll always put player experience before tech and process. Sometimes that leads to tech debt, and as we grow, it's important that we look for ways to improve the quality of our work as well as the way we work. Not every step forward has to be revolutionary.