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 实习程序帮助玩家推动他们的专业和个人发展。这是2020实习生系列中的第二个帖子 - 务必查看第一个帖子。 p>
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>
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.
你好！我的名字是Tomasz Mozolewski，我是我们竞争团队的高级软件工程师。我在这里谈论一个引发了关于联盟 EM>技术的大量讨论的活动，并且恰好是所有时间的最令人要求的技术博客主题之一 - 冲突。 p>
从 Valorant Em>开发中，我们首要地建立了欺骗性，以确保竞争完整性。在这篇文章中，我会走过这些防骗系统之一 - 战争迷雾。这是 Valorant EM>的关键安全系统之一，它侧重于打击欺骗游戏客户端访问信息的秘籍，如Wallhacks。 p>
Hi, my name is Joshua Parker, and I’m an engineer on our Champions team. I help create the systems that unlock new capabilities for champions in League. Although my work is typically focused on how we build out a new champion, it also means revamping older systems and smashing tech debt along the way to help our engine evolve and allow us to keep creating new exciting experiences for players. In this article, I’ll describe the tech that went into reworking the League champion Mordekaiser.