Articles tagged: game

Bug Blog: Esports Trade Issue

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.

Full Story Posted by Ryan Price

Bug Blog: TFT Bugs and Patches

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.

Full Story Posted by Alex Sherrell and Gavin Jenkins

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

Full Story Posted by Guy Kisel

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.

Full Story Posted by Brian Bossé

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. 

Full Story Posted by Keith Gunning

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.

Full Story Posted by Byron Dover

Technology Interns in 2020: League of Legends, TFT, & VALORANT

The Riot internship program helps technical players drive their professional growth by embedding them on tech teams and having them contribute to impactful, exciting technology projects. Last year we published an article by some of our interns, giving readers a glimpse at the projects technical interns get to work on. We’re doing a follow-up this year, but with additional sections to reflect our new games. 

There were so many interns excited to contribute to this article that this year we’ll be doing a 2-part series. Intern stories are sorted into categories - the first post (this one) includes all blurbs for League of Legends, TFT, & VALORANTand the second post focuses on General Game Tech & Tooling/Infrastructure.

Full Story Posted by Wei Zhang, Felix Guo, Cliff Zhu, Alessio Symons, Reed Zhang, Kallen Tu, Hensen Huynh, Kenta Tellambura

VALORANT's 128-Tick Servers

Hi, I’m Brent “Brentmeister” Randall and I’m an engineer on the Gameplay Integrity team for VALORANT. My team is responsible for VALORANT’s build system, automation framework, game client performance, and server performance. In this article, I’ll be focusing on that last topic - I’ll be telling the technical story behind our search for optimal server performance.

Full Story Posted by Brent Randall

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