Riot's Approach to Anti-Cheat

Combating cheats is an ever-evolving arms race. The scope and complexity of cheat development grows every year along with the stakes in online gaming. The pressure is on for game studios to level up when it comes to detecting and preventing bad actors. I’m Michael “Perma” VanKuipers, and I used to be one of those bad actors; I spent over a decade developing cheats for various games and earned the ire of at least one large game studio in the process. These days I work on Riot’s Anti-Cheat team, helping secure League of Legends from scripts, bots, and exploits.

Full Story
Posted by Michael VanKuipers

Revisiting Docker and Jenkins

It’s been over two years since I first wrote an article discussing how we combined Docker containers and Jenkins to create ephemeral build environments for a lot of our backend software at Riot Games. Today the series is seven articles strong and you’ve rewarded us with feedback, conversation, technical insights, tips, and stories about how you too use containers to do all kinds of interesting things. In the world of technology, two years is a long time. The series, while still useful, is out of date. Many of the latest Docker doodads and gizmos are absent.

Full Story
Posted by Maxfield Stewart

Determinism in League of Legends: Fixing Divergences

The price of determinism is eternal vigilance.

I’m Rick Hoskinson, an engineer on the League of Legends Core Gameplay Initiative, and this is the final article in the “Determinism” series. Previously in this series, we explained the broad strokes required to achieve determinism in the League of Legends game server. However, there remained the task of tracking down the remaining divergences in legacy code while building maintainable systems that would ensure future divergence regressions could be found and fixed. Thoughtful implementation of these systems allows us to sustain Project Chronobreak features without dedicating a full-time team.

In this final article, we’ll dig into how we detect divergences and fix them.

Full Story
Posted by Rick Hoskinson

A Taxonomy of Tech 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.

Full Story
Posted by Bill Clark

Profiling: Optimisation

Hi, I’m Tony Albrecht, an engineer at Riot, and I’m a performance junkie. This is the second part in a series on how to optimise your code. In Part 1, Measurement and Analysis, we learned how to find and analyse performance bottlenecks in our sample code. We surmised that the issue was due to slow memory access. In this article we’ll look at how we can reduce the cost of memory accesses and thereby speed up our program.

Full Story
Posted by Tony Albrecht

Animation in the League of Legends Client

The League of Legends client UI resembles many traditional web applications, both in its choice of technology (JavaScript/HTML) and its range of functionality. However, the League client (the pre-game experience) is not a traditional web app - at its core it’s a game UI with high-quality visuals, which led to several interesting challenges along the way. I’m Richard Ye, a software engineer on the League of Legends client, and I’m going to talk about one of the major development challenges we encountered in the client UI: animation.

Full Story
Posted by Richard Ye

Profiling: Measurement and Analysis

Hi, I’m Tony Albrecht, an engineer at Riot, and I like profiling and optimising things. In this article, I’m going to walk you through profiler basics and analyse some example C++ code as we profile it on a Windows machine. We’ll start at a very high level and delve deeper and deeper into the bowels of the CPU step by step. Once we identify opportunities for optimisation in this article, we’ll implement changes and explore some real-world examples from the League of Legends codebase in a future article. Let’s begin!

Full Story
Posted by Tony Albrecht


The Evolution of Security at Riot

Hey folks! We’re Mark Hillick, Jason Clark, and David Rook from the Riot Security team and we’re here to discuss how the security program at Riot has evolved over the last 4 years. This is our first article in a series of security articles so it’ll be more high-level, but keep an eye on the tech blog in the future for all the juicy techy bits.

Full Story
Posted by Mark Hillick, Jason Clark, and David Rook