Articles tagged: deployment

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

Leveling Up Networking for A Multi-Game Future

Heyo! We’re Cody Haas and Ivan Vidal, and we’re engineers on the Riot Direct team. It’s been a while since you’ve heard from our team. So in this article, we’re going to tell you a bit about what we’ve done to reinforce consistent and stable connections, reduce latency, and improve the overall player experience for our entire multi-game portfolio.

Full Story Posted by Cody Haas and Ivan Vidal

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

Improving the Developer Experience for Operating Services

Hello! I’m James “WxWatch” Glenn and I’m a software engineer on the Riot Developer Experience: Operability (RDX:OP) team. My team focuses on providing tools for Riot engineers and operations teams that help them better understand the state of their live services across the globe. Some of these tools include Riot’s service metrics, logging, and alerting pipelines. In this article, I’ll be talking about our one-stop-shop application for Rioters operating services - Console.

Full Story Posted by James Glenn

Leveraging Golang for Game Development and Operations

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.

Full Story Posted by Aaron Torres with Chad Wyszynski & Justin O’Brien

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

Running Online Services at Riot: Part VI

Welcome back to the Running Online Services series! This long-running series explores and documents how Riot Games develops, deploys, and operates its backend infrastructure. Since 24 months is an eternity in this space, we figured we would update you all on how things have worked out, new challenges we faced, and what we learned addressing them!

Full Story Posted by Nicolas Tittley and Ala Shiban

Supercharging Data Delivery: The New League Patcher

For the past 8 years, League has been using a patching system called RADS (Riot Application Distribution System) to deliver updates. RADS is a custom patching solution based on binary deltas that we built with League in mind. While RADS has served us well, we felt we had an opportunity to improve some key areas of the patching experience. We knew we could deliver updates much more quickly and more reliably by using a fundamentally different approach to patching, so we set out to build a brand new patcher based on content-defined chunking.

Full Story Posted by Javier Blazquez

Runes Reforged: A Technical Retro

Hey folks! We’re going to take a trip back in time. The year is now 20xx, and we’ve decided that it’s finally time to send one of League of Legends’ most long standing, revered or reviled features (depending on who you ask) to the meme graveyard.

That’s right - it’s time to retire runes and masteries.

Full Story Posted by Dave Le

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