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Jenkins, Docker, Proxies, and Compose

In this tutorial, you’ll learn:

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Posted by Maxfield F Stewart

Tech Design at Riot

My name’s Cam Dunn, and I’m the Tech Director for League. I’ve always found it interesting how much we don’t know about human history simply because no one made a record at the time. Who first invented the hammer? Hammers with handles have been around for tens of thousands of years, but nobody knows who made the first one for sure. Sometimes, history feels like we’re collectively waking up after a drunken night out and asking, “My god, what did we do last night?”

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Posted by Cameron Dunn

Random Acts of Optimization

Game developers working on a continuously evolving product like League of Legends are constantly battling against the forces of entropy as they add more and more content into unfortunately finite machines. New content carries implicit cost—not just implementation cost but also memory and performance cost created by more textures, simulation, and processing. If we ignore (or miscalculate) that cost then performance degrades and League becomes less enjoyable. Hitches suck. Lag is infuriating. Frame rate drop is frustrating.

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Posted by Tony Albrecht

Fixing the Internet for Real Time Applications: Part I

League of Legends is not a game of seconds, but of milliseconds. In day-to-day life, two seconds fly by unnoticed—you took two seconds reading that! In-game, however, a two-second stun can feel like an absolute eternity. In any single match of LoL, thousands of decisions made in milliseconds dictate which team scores bragging rights and which settles for “honorable opponent” points.

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Posted by Peyton Maynard-Koran

Taking Control of Your Docker Image

In this tutorial, you’ll learn:

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Posted by Maxfield Stewart

Moving Mountains of Data to AWS

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.

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Posted by Sean Maloney

Chat Service Architecture: Persistence

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.

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Posted by Michal Ptaszek

Voyager: A Search Engine Approach to Understanding Real-Time Player Issues

[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.

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Posted by Hugo Kim, John Choe, & Oscar Jeong

Voyager : 검색 엔진 기반 실시간 이슈 감지 시스템

서론

한국에 있는 Riot 기술팀은 리그 오브 레전드 한국 커뮤니티와 플레이어들에게 훌륭한 서비스를 제공하는 것이 최우선 사명으로, 이슈가 발생하면 최대한 신속하게 내용을 파악하고 대응하여야 합니다. 하지만 수많은 플레이어들이 한국 서버에서 게임을 즐기고 있고, 정기적인 패치를 통하여 게임이 지속적으로 변화하고 있기 때문에 만만치 않은 일입니다. 높은 서비스 품질을 유지하기 위하여 기술팀은 빠르게 심각성, 시급성, 빈도 등을 고려하여 각 이슈를 평가하고, 이에 맞추어 우선 순위를 정하여야만 합니다.

다행히 저희에겐 이 과제를 해결하는 데 도움이 되는 정보가 있습니다. 게시판과 1:1 문의를 통해 방대한 양의 귀중한 정보가 플레이어들로부터 직접 전달되고 있습니다. 문제를 겪는 플레이어들이 실시간으로 보내주는 글들은 이슈를 감지하고 해결하는 데 큰 도움이 될 수 있지만, 그러려면 이 방대한 양의 데이터를 효율적으로, 빠르게 다룰 수 있어야 합니다. 그럼 실시간으로 이렇게 엄청난 양의 데이터를 모니터링하고 분석하려면 어떻게 해야 할까요?

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Posted by 김현강, 최종윤, 정수혁

Content Efficiency: Game Data Server

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.

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Posted by Bill Clark

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