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.
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.
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.
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.
riot 实习程序帮助技术播放器驱动他们的通过将它们嵌入技术团队并使他们有助于令人兴奋的技术项目来实现专业增长。亚搏网站去年我们发布了一些我们的实习生,给读者一个在项目技术实习生上瞥见。我们今年正在进行随访,但有更多的部分来反映我们的新游戏。亚博论坛 p>
有很多实习生很兴奋,为这篇文章做出贡献,今年我们将做一个2部分系列。实习书籍分类分类 - 第一篇文章(这一个)包括所有模糊的传说,TFT,& Em> strong> Valorant Em> , em>和第2篇文章侧重于普通游戏技术和工具/基础设施 em>。 p>
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.
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.
We’re Matt deWet, gameplay tech lead on VALORANT, and David Straily, project tech lead on VALORANT - and we're beyond excited to be here with you all to share some of the technical details behind how we’re addressing some common issues in the FPS genre - peeker’s advantage, poor hit registration, and simulation divergence.
Hi, I’m Brandon “mochi” Wang, a software engineer on VALORANT’s Content Support team. I’m specifically going to focus on shaders, which are an essential part of computer graphics, my area of expertise. Shaders are the programs behind what most people consider a game’s graphics - how a program running on your GPU takes in scene/game data and creates the pixels seen on screen. I’m excited to talk about this because the intersection of engineering, art, and design is a personal passion of mine.
Hello! My name is Tomasz Mozolewski, and I’m a senior software engineer on our Competitive team. I’m here to talk about an event that has sparked a lot of discussion about League tech, and which happens to be one of the most requested Tech Blog topics of all time - Clash.