Bluetracker
Tracks Blizzard employees across various accounts.
We work at Riot Games, and we've got jobs you've (probably!) never heard of. Ask Us Anything!
UPDATE 4:40PM PST: The AMA has "officially" ended, although a few of us may choose to stick around answering questions! This has been incredibly fun, and all of us enjoyed responding so much. I did a manual count and counted over 350 responses from the AMA participants. Thanks so much for coming with so many great questions!
Riot has 2,500+ employees and contract workers with really cool and valuable jobs: copyright lawyers, space planners, security experts... Most never get to interact with players. We wanna change that. So today's AMA features a number of people who don't normally get to talk to players. Some of these folks are full-time Rioters, and some of them are contract workers. All of them work at Riot Games and are crucial to helping bring you the game(s) you love.
The AMA will be split into two sessions, with the first group joining us from 10:30am–12:30pm PT, and the second group answering questions from 2:30pm–4:30pm PT!
Group 1 (Active 10:30am to 12:30pm PT):
u/The_May0r is the Senior Broadcast Producer for the LCS. He works with the production team and onair casters to tell stories and provide coverage for the LCS teams.
u/RiotToast is a Global Policy Strategist for Global Esports. He works on the Competitive Operations team to help design, implement, and manage Riot's global event structure and competitive ecosystem.
u/RiotAryeila is an Editor for the Tech Department at Riot. She runs the Tech Blog, supports tech communications, and posts pictures of her pets in work channels daily.
u/RiotVizRT is a Senior VizRT programmer on contract with the LCS. He adds data-driven graphics to the League broadcast, like Baron Power Play, Inhibitor Timers, and live graphs.
u/RiotDavin is Director of Insights for Riot Games. He helps researchers, analysts, and strategists all around Riot study and learn from players so that we can better serve them.
u/Isomalt is a Program Manager on the NA Regional Team. He works with partners to create IRL events, reads a lot of contracts, and started Riot as the Head of Food & Beverage.
u/RiotPubBard is a Production Coordinator on LoL Marketing. He wrangles creative teams, keeps everyone organized, and project manages publishing campaigns (recently, Preseason)
u/jenfolds is a Senior Instructional Designer for the People Team. She creates global learning experiences across a variety of content like feedback, people management, self-awareness, and more—she's also the worst Warwick you've ever met.
u/Riot_Shadowstorm is a Program Manager in Technology Operations. He helps keep the Technology Department running smoothly, leveling up Riot's technologists and improving department processes.
u/RiotTechOps is a Program Manager on the Technology Operations team. She makes learning & career development opportunities a reality for our Rioters in tech. From online curriculum about software testing to a year long class ending in a scary ropes course, she is there making sure these programs go off without a hitch!
u/RiotSafeandSecure is Riot's Director of IT and Security. He handles technical and security stuff for Riot’s non player facing things, is awful at League of Legends, and loves sour gummi worms and lifting weights
u/RiotReleaseMan is Release Manager for Legends of Runeterra. He coordinates and executes all of the release activities that ship Legends of Runeterra to players, is Master in LoR, and absolutely despises Ezreal and Heimer decks.
Group 2 (Active 2:30pm to 4:30pm PT):
u/Eneopa is Senior Quality Assurance Analyst on contract with the Localization Technology team. She helps Riot uphold its quality bar, leads risk analysis, and drives testing upstream all while climbing the rank ladder as support, and taking care of her dog, Karma.
u/RiotMobility is a Sr. Global Mobility Analyst at Riot. He manages mobility tax and global visa compliance for Riot, including for Worlds and MSI (aka the least sexy job in eSports).
u/RiotLocTech is the manager of the Localization Technology team. Her team builds the tools that enable translation and create the localized/translated builds of Riot's games (97% of players are playing on a localized/translated build. She also used to be the Localization Producer for LoL where she oversaw resolution of bugs affecting non-English builds.
u/superchIoe is Lead Stats Analyst for the LCS. They provide the numbers backing up the LCS, MSI, and Worlds, run the LCS stock market, and have all the excel tips you could ever need.
u/CloakOfTheBat is Riot's Associate General Counsel, a former top 5-ranked Starcraft player, and the world's tallest lawyer.
u/RiotWolfPack is an entire team of people behind the Player Support website, the tech on the site (like the How Much Have I Spent article) , Hextech Repair Tool, the internal tools that Rioters use to 'Riotize' their accounts, and the tools agents use to help players in Player Support. (So many different tools that work for players, Rioters, agents, etc.) Many of them have been at Riot working in backend tooling for over six years, with two being at Riot for almost nine years, so we can answer a lot more of the questions from those fabled years.
u/RiotTacticalRedPanda is a Graphics Producer for the LCS, MSI, Worlds, and ASE. She brings the LED stage and venue screens at events to life - think opening ceremony graphics, champion select effects, and team branded looks.
u/dzareth is Strategic Advisory lead for League of Legends. He oversees a number of strategic functions, like analytics, revenue strategy, growth, strategic finance and data. He also basically lives at Riot's Bilgewater cafe.
RiotReleaseMan
Over the past year we've both delayed and cancelled releases entirely. It ultimately is weighing the question of "Is what we're shipping worth the risk we're imparting on the player?" Usually we're pretty confident in that equation when shipping a release, but in the times that we're not, we have to consider delaying or cancelling until our release candidate meets our intended criteria.
Our full CI/CD process for a release is roughly a month.
2 weeks in Integration, and then roughly another 2 weeks before it lands in your hands. Both time periods can (and do!) give-or-take a bit depending on how the release is progressing, but that's overall the general flow!
RiotReleaseMan
I'm not a designer, but the general approach to picking champions were to pick ones we felt: 1) Were ones players resonated with/would want in the game, which we used both data and lots of discussions to determine 2) Could be translated reasonably well into card-game format. That isn't to say that there are champions that we think could NEVER be translated, but the ones we chose were partially because we had exciting designs for them that playtested well internally and we believed were for champions that as many players players as possible would enjoy.
Generally, a skill card SHOULD help a champion achieve either their level-up condition or win the game for them once they level-up, or both! There's not an 100% mapping on that, but that's generally the philosophy when it came to mapping champions to their respective skill cards. Ultimately though, a designer would better be able to speak to all of the thought process/methodology.
RiotReleaseMan
We try to, but if for instance an issue where none of y'all could play sprung up, we certainly would release a fix on a Friday (or weekend, if need be!).
RiotReleaseMan
Sure!
One of the things that we did over the last year was to overhaul the way in which we release things to utilize deployable plans instead of builds. This does several things: -Gives us flexibility in terms of what we actually want to push out to production environments, IE if there was a terrible gamebreaking crash, we could simply deploy out a previous package that didn't have said crash in it, rather than wait for a fix or revert to actually build out (think 15-20m with a lower chance of failure instead of 90m+ with a higher chance) -Less volatility/likelihood of builds failing when trying to fix things quickly for players.
As for general release flow, we're not too dissimilar from League in that we have an eventual landing point from all of our development teams in one environment (we call it master). At a certain point, we'll take what's on master and cut a Release Candidate. We then do more testing there and fix blockers to the release, and then ship it when it (and us!) are ready to go.
As for challenges, one of the current hurdles for Legends of Runeterra is juggling PC and Mobile. As you may know, we're going to Mobile later this year, and there's a whole host of challenges that arise with that. For instance, if we need to do a Client-based fix on PC, we can simply deploy a new client to players with minimal impact/disruption. Once Mobile is in the mix, however, things get a bit more complicated. Now we need to consider several things: -The time it takes for Apple+ Google to approve our new client on their end, as both have standards around what they want (and don't want!) on their stores -Players needing to update and patch data in order to play the game
Both of these weigh on the decisions we make when making changes, and also weigh on our agility to make changes in the first place.
They've been fun and challenging problems to work through, to say the least! :)
RiotReleaseMan
It really depends on the position you're applying for! There are lots of different types. Here's a couple of helpful links:
https://www.riotgames.com/en/internships-frequently-asked-questions
https://www.riotgames.com/en/university-programs (if you're a student)
RiotReleaseMan
In many ways working at Riot provides the feel of working at a startup with the stability of a larger/more stable company. Everyone is focused on the player experience (same mission), you're often asked and encouraged to wear many hats, which not only improves your own skillset in the industry but also keesp the job fun/interesting, you're not micromanaged, and most people here really don't take themselves too seriously and are a pleasure to work with. The workplace culture really is the high point of working at Riot for myself!
RiotReleaseMan
I hit Challenger for a week back in early Season 4 playing mostly Sona support. I haven't played League competitively since 2017, and believe I ended that season around Plat 3 or so. Been playing lots of Legends of Runeterra lately though!
some__other__guy
what about DNS blips?
some__other__guy
Languages I've seen in use at Riot: C++, C#, Java, Javascript, Python, Groovy, Go, and a bunch more. So yeah, we need people with experience in all sorts of different languages :)
some__other__guy
LoR release engineer here :) on Fridays at 5 pm we have a slack reminder that says:
some__other__guy
I can answer your second question, I work on LoR's CI/CD system. Our build pipeline does a lot of clever tricks to reuse stuff that hasn't changed. As a result, build times vary depending on how much stuff you've changed. Typical time from pushing a commit to being able to test it on a local patchline varies between 40 minutes to 80 minutes, including building everything, running a bunch of automated tests, and deploys.
some__other__guy
Our repo is gigantic (tens of gigs) so we mostly use persistent build nodes with persistent workspaces with a ton of locally cached data. We do also cache a lot of stuff in artifact repos (such as Artifactory) and download/reuse as much as possible. We've also been using our internal patcher tech (described in https://technology.riotgames.com/news/supercharging-data-delivery-new-league-patcher) as internal artifact storage/caching more and more, such as for caching Unity's Library folder. Part of how all this works is that at the start of each build, after syncing source code, we hash all the files in the repo to determine what has changed and what needs to be rebuilt. Our artifacts all get tagged with hashes when they're uploaded.
some__other__guy
https://technology.riotgames.com/news/down-rabbit-hole-performance-monitoring I think this is relevant to your interests :)
some__other__guy
yeah, +20 to pen testing
some__other__guy
I can answer part of this question. On LoR we have extensive test automation. There are unit tests that run using xunit, functional tests that run using pytest, load tests that use locust, and more. They all run in Jenkins and use a bunch of off-the-shelf tech like ADB, docker, various python and dotnet libraries, etc. Besides all the automation, there's a ton of manual testing, but I can't really speak to the details of the manual testing.
Cashmiir
Hello! We host internships every year. The positions available differ annually, but they're usually posted here.
The positions generally get listed in July/August/September for the following year and close a few months later.
The UX team sometimes posts on Medium about the process and what it's like to work at Riot.
Cashmiir
Did you know that our first interaction was during my writing test when you highlighted my em dash and freaked out?
What I'm saying is that I'm upset you used the evil -- in your response instead of the far superior — . Please respond.
Cashmiir
/u/RiotWolfPack
You're in the afternoon session! I will ask you appropriately softball questions at your allotted time!!!!!! Also, let's get coffee soon.
Cashmiir
/u/RiotAryeila
As the official Queen of Puns and Grammar at Riot Games, how does it feel to have a platform to share your love of the highest form of humor with the masses?
In the same vein, which pun are you the most proud of? Alternatively, which Champion Spotlight video has the most puns that you're proud of?
Also, what do you actually do? I know we're on the same team, but I don't understand big tech words. Help me dumb.