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Technology Interns in 2020: General Game Tech & Tooling/Infrastructure

The Riot internship program exists to help players drive their professional and personal development. This is the second post in the 2020 intern series - be sure to check out the first post as well.

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Posted by Sylvia Hua, Kumyl Najeeb, Ken Lu, Chris Benson, Justin Wang, Will Keatinge, Robert Tan, Xiaxuan Tan, Ashwin Pathi

How Riot Games Uses Slack

I’m Byron Dover, engineering manager for information technology at Riot, and I lead the team responsible for developing enterprise software at Riot - or as we sometimes call it, Riot’s Operating System. I’m excited to share a look at how Riot integrates with Slack to support the game development lifecycle.

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Posted by Byron Dover

Leveraging Golang for Game Development and Operations

Hi, my name is Aaron Torres and I’m an engineering manager for the Riot Developer Experience team. We accelerate how game teams across Riot develop, deploy, and operate their backend microservices at scale - globally. I’ve been at the company for a little over 3 years and I’ve been writing Go code that entire time. In this article, we’ll be specifically looking at how a few different teams use Go. I’ll be tagging in two technologists - Chad Wyszynski from RDX Operability and Justin O’Brien from VALORANT - to discuss how they use Go for their projects.

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Posted by Aaron Torres with Chad Wyszynski & Justin O’Brien

Scalability and Load Testing for VALORANT

When VALORANT was still early in development, we had high hopes that in the future we’d launch with high initial popularity. From the beginning, we prioritized scalability to make sure we could support the number of players we were hoping for. Once VALORANT entered full production, we began working in earnest on a load test framework to prove out our tech. After many months of work, we successfully ran a load test of two million simulated players against one of our test shards, giving us the confidence we needed for a smooth launch. This article explains how we load tested our platform, and how we tackled the scaling challenges we encountered along the way. 

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Posted by Keith Gunning

Engineering Tools for Designers with Legends of Runeterra

We’re Patrick Conaboy and Jeff Brock and we’re senior software engineers on the Legends of Runeterra Card Design team. The engineers on our team are responsible for building tools, writing game logic, and supporting card designers. In this article, we’ll be covering how engineers on LoR built out a new scripting system that enables designers to iterate and experiment with new card ideas easily. 

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Posted by Jeff Brock and Patrick Conaboy

Keeping Legacy Software Alive: A Case Study

Hi all, Brian "Penrif" Bossé here with a fresh batch of gory, nerdy details surrounding an outage for League. Today we'll be going through why the EU West shard was out to lunch for just over five hours on January 22, 2021. We don't always write these things up - they take time to do and the reasons for outages aren't always that interesting - but this one was particularly painful as it was quite long and on the heels of some other, unrelated outages so figured it'd be worth a dive.

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Posted by Brian Bossé

Improving the Developer Experience for Operating Services

Hello! I’m James “WxWatch” Glenn and I’m a software engineer on the Riot Developer Experience: Operability (RDX:OP) team. My team focuses on providing tools for Riot engineers and operations teams that help them better understand the state of their live services across the globe. Some of these tools include Riot’s service metrics, logging, and alerting pipelines. In this article, I’ll be talking about our one-stop-shop application for Rioters operating services - Console.

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Posted by James Glenn

Strategies for Working in Uncertain Systems

My name is Brian "Bizaym" Teschke. I'm a software engineer on a central technology team at Riot Games called Developer Connections and we’ve seen all kinds of system instability issues. My team is responsible for solving common problems across game teams so they can just focus on making awesome games. We often have to write programs that interface with several APIs and libraries - both internal and external - each with their own quirks and inconsistencies. This has allowed us to see patterns of both issues and resolutions, which I’m looking forward to outlining for you in this post. 

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Posted by Brian Teschke

The Legends of Runeterra CI/CD Pipeline

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. 

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Posted by Guy Kisel

Leveling Up Networking for A Multi-Game Future

Heyo! We’re Cody Haas and Ivan Vidal, and we’re engineers on the Riot Direct team. It’s been a while since you’ve heard from our team. So in this article, we’re going to tell you a bit about what we’ve done to reinforce consistent and stable connections, reduce latency, and improve the overall player experience for our entire multi-game portfolio.

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Posted by Cody Haas and Ivan Vidal

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