Most Recent Editorial News

/dev: On Story Hooks

The things we leave behind: Narrative hooks in large-scale story universes.
11 months ago

/dev: Champion Prototypes

Champions take strange forms on the road to release.
12 months ago

/dev: Ghostcrawler on depth vs. accessibility

A deep-dive League’s philosophy of depth over accessibility, and how this philosophy manifests in key design decisions.
1 year ago

Introducing Nexus

Learn more about the whats, whys, and hows of League direct from the people who work on it.
1 year ago

/dev: New001 on competition beyond ranked

New001, lead producer on League, talks League as a global sport and where we’d like to take the competitive experience next.
1 year ago

Ethernet vs. WiFi: Ping, Packets, & Playing Better

It is a truth universally acknowledged that LAG SUCKS. Plenty of players experience ping spikes, lag, and full-blown disconnects all the time. But what if there was a quick fix for all your connection issues? For some players, there might be: switching from WiFi to an Ethernet connection when you play could have drastic results for your in-game experience.
1 year ago

Riot Direct talks rebuilding the Internet

Back in 2014, the Riot Direct team launched itself on a journey to create a better League of Legends experience through network improvements. tl;dr: We decided to build our own internet. Check out this video to learn more about the project and its impact on League players.
1 year ago

Draven

Draven.
1 year ago

Talking Targon with the Foundations team

Mount Targon is one of Runeterra’s most famous locations, a place with strong connections to League’s champions and rife with immense storytelling potential. Listen in as Riot’s Foundations team talks about how its work helps build the framework for these stories and learn how champ bios, faction deep-dives, and art come together to create deeper worlds.
1 year ago

Riot Engineering: LoL vs. the Real-time Internet PT. II

In the latest post from Riot’s tech blog, we’ll continue looking at how we’re trying to solve the problem of building a game that runs in real-time while dealing with an internet that wasn’t constructed with such games in mind. Short answer: We’re building our own internet.
1 year ago