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.
Articles tagged: architecture
If you see something you want to know more about, drop a comment and let us know! For now though, let’s dive in.
This article is the third in a multi-part series on the Riot Games API. As discussed in our second article, the API is fronted by the Zuul proxy server developed by Netflix. We chose Zuul because Netflix built it to handle an enormous amount of daily traffic, so we knew we could trust that the code was battle-tested and production-hardened.
Hello all, Leigh Estes, aka RiotSchmick, here. I’m a software engineer at Riot Games working in the Service Availability initiative. Our first article on the API covered our goals, the responsibilities of the Developer Relations and Developer Platform teams in the API ecosystem, and some high-level details about the technology we used in building our API solution.
Greetings! My name is Andrew McVeigh, and I'm a software architect at Riot.
We're in the latter stages of re-engineering the League of Legends client. We're calling this the League client update. In this post, I’ll outline the software architecture of this update and provide some background to the choices we made by pointing out some of the limitations of the current (original) client. The journey to our final architecture has been technically fascinating, and I’m excited to be able to share it with you!
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.
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.
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.
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?”