In this two-part series, we explore the technology behind Hwei's unique spell casting paradigm. It took many ideas and iterations before we landed on a solution that makes Hwei’s spell casting feel precise and fluid, and allows players to paint disaster and despair onto their opponents. In the second part, we uncover issues with the first iterations and approach Hwei's Spellbooks from a new direction.
Articles tagged: game
In this two-part series, we explore the technology behind Hwei's unique spell casting paradigm. It took many ideas and iterations before we landed on a solution that makes Hwei’s spell casting feel precise and fluid, and allows players to paint disaster and despair onto their opponents. In the first part, we'll sketch the outline of the challenges Hwei's spells present, and early explorations on a solution.
In this article, we explore some of the challenges the team faced when reviving the Nexus Blitz game mode this year, from upgrading older systems to making them more accessible for future developers.
Hello! My name is Ryan Price, and I work on the backend services that power League of Legends, focusing on the efficiency and reliability of the game loop as well as a few other out of game experiences. In this article, I’m going to be walking you through a recent bug that was impacting our competitive leagues, and how we dove deep into one of League of Legends’ most legacy pieces of technology to mitigate it.
In this article, I’ll cover how we took Renata Glasc's ultimate from a hacky prototype to a game-changing spell, cleaning up some legacy code and systems along the way.
In this article, I’ll be describing how we handle patches across PC and mobile for TFT, and how this relates to quality assurance. Later, I’ll tag in my engineering counterpart, Gavin Jenkins, to give a super techy point of view on patches, and we’ll dive into two use cases that demonstrate different types of patches and how we deploy them.
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.
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.
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.
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.