Earlier this month, nearly a hundred Rioters traveled to Las Vegas to attend AWS re:Invent, a weeklong conference hosted by AWS. This year, we also had a number of activations for attendees, letting allowing us to deepen our engagement with the global cloud community and celebrate our games and IP. In this article, we’ll give a quick recap of our presence - the presentations, the booths, the party - and a human grab claw!
Articles tagged: data
Our technical interns worked with fellow Rioter technologists on everything from game engineering to developer tooling. Before they left, we asked some of them to share projects they contributed to, and to tell their stories of interning at Riot.
Hey there, my name is Riley “WhoaNonstop” Howsden, and I’m a Data Scientist who works on League of Legends, focusing mainly on personalization. Over the last few years I’ve been a part of the launch team for “Your Shop,” a product within League that creates personalized offers for every player around the globe. Data scientists like me work with engineers, analysts, artists, and publishing to create experiences that players love. From matchmaking and player behavior to artificial intelligence and game balance, data science is a key contributor for many initiatives at Riot.
Hey there. I’m Stephen “Riot FloofyRice” Zhang and I’m a technical developer in QA on the Content Efficiency team, which focuses on building internal tools. I want to talk about our efforts to clean up one of our bigger problems at Riot: data debt.
Hi there. I’m Bill “LtRandolph” Clark, and I’m the engineering manager for the Champions team on LoL. I’ve worked on several different teams on League over the past years, but one focus has been consistent: I’m obsessed with tech debt. I want to find it, I want to understand it, and where possible, I want to fix 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.
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?
[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.
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.