Back in 2014, the Riot Direct team started a journey to provide a better League of Legends experience through network improvements. We started to look at the internet not as an inexhaustible resource, but as a limited system that had to be managed and scaled correctly.
Hello all, Leigh Estes, aka RiotSchmick, here. I’m a software engineer at Riot Games, working in the Service Availability initiative. Today I’d like to discuss the beginnings of one of the products our initiative owns, the public Riot Games API, including why we built it and how we think we’re doing in light of those goals.
In this tutorial, you’ll learn:
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Various approaches to running builds with Jenkins inside of Containers
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Which decisions we made as a team and why
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Lessons we learned while operating our platform
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Context for the in depth tutorial about how to create your own ephemeral build environments using Jenkins
Hi, I’m Jim ‘Anodoin’ Merrill, and I work on test automation efforts for League of Legends, focused specifically on the in-game experience. I currently serve as the tech captain to the Build Verification System Development (BVS-Dev) team. In large part, our team builds tools for automated testing and helps teams write better tests.
In my last post I talked about how the internet is far from ideal for real-time applications like League of Legends and how the resulting latency and packet loss make for frustrating real-time game experiences. The next logical question is, “OK, Peyton, what do we do about it?”
Hey, everyone! I’m Bill “LtRandolph” Clark, a League of Legends gameplay engineer. Many Rioters in engineering focus on the delivery of awesome content directly to players—a couple of my recent favorite examples include the newest champion, Jhin, and the support item reworks. My team, on the other hand, works to make that process faster and easier.
We have a simple goal: to allow Rioters on gameplay projects to create twice as much content for any given LoL patch. That’s easy to say, but it’s a challenging task.
[Editor's note: this article is available in the team's original Korean/한글 here.] As members of Riot Engineering in the Korean office, serving the local League of Legends community is our top priority. One pillar of our team’s mission is to understand and respond to player issues as quickly as possible.
Playing League of Legends for years now, I’ve formed a meaningful network of social connections with other gamers around the world. Whether they’re friends from work, former classmates, or players I’ve been matchmade with, they all have an important place on my friends list. The ability to easily play with these friends greatly enhances my experience with the game. It would be disastrous if something ever happened to that social graph—trying to remember and re-friend all of my 200+ friends would be as bad as losing my phone and all of its stored contacts.
Hi, I’m Sean Maloney, and I’m part of Insights Tech. We’re within the Insights group, which helps teams at Riot make better decisions in serving players. At Riot, we’re data-informed rather than data-driven—we always incorporate data in our decision-making process, but never allow data to dictate decisions. Insights Tech provides all Riot teams with a data platform to capture, store, and serve up all the player data that they need.
In this tutorial, you’ll learn: