Thread / Thread Starter Developer Post Forum
so I "applied" to Riot a while ago... Riot Chezai
01-30-2014 10:28 AM
General Discussion

Riot Chezai

Recruiting Coordinator

01-30-2014
149 of 151 Riot Posts

Quote:
Originally Posted by Marth╬╝ View Post
@Riot Chezai

Here's a small list I compiled from some of the stuff you said so far:

Important things for applying to Riot
1) Schooling
-It's recommended to have good education, usually in the form of graduating from university/college.
-Not sure if marks in school are taken into account, or graduate school for that matter.
-The area of study isn't the most important part but you can learn necessary tools for the Riot industry (i.e Problem solving)

2) Experience
-In the form of work experience, doing past jobs that will help benefit you when you work at Riot.
-Also comes in the form of exceptional talent, due to doing something 'spectacular' maybe in the form of building your own game in your free time. This can lead to being able to by-pass the work experience and be taken right after schooling (the dream).

3) Passion
-Should have a love for the game (in this case League of Legends) and always want to see it grow and develop.
-Fit in the position that you want, don't try to squeeze through the cracks of another position just because you may have the skill set in that area to get a job at Riot.

4) Competition
-You are not the only one applying, there's more applications than Riot can handle, if you think you were a star in university then you're probably being measured against thousands of other stars.
-You need to stand out. Good grades only gets you so far.


Is there anything I missed? Also if you haven't said it explicitly; is there anything you'd want to add to this list?
Hey Marth╬╝,

Thanks for compiling this list!

I just want to clarify a few things:

Education
- Area of study is important if you're looking to get into something specific. For example, if you want to be a gameplay engineer, chances are you'll need a solid background in computer science. This background doesn't always come from formal education, but it does help to have something established to guide you.
- 'Good education' is what you make of it. Going to an Ivy League school doesn't guarantee you'll get a good education if you're not willing to put in the effort.

Experience
- You can also get experience while still in school. Internships, work coops, and projects are all really good places to start gaining experience.

Passion
- Love for games* FTFY. It'd be cool if everyone loved League of Legends. The reality of it though is that League isn't the right game for some people. But if you love games [RPG, MMORPG, FPS, RTS, or whatever else is out there] and want to add value to the general gamer population, that's a huge plus.

I'm sure there's a bunch of stuff I missed, but I want people to explore the thread. Lots of good questions. Answers without context isn't always useful

Thanks again for compiling this list!


so I "applied" to Riot a while ago... Riot Chezai
01-30-2014 09:57 AM
General Discussion

Riot Chezai

Recruiting Coordinator

01-30-2014
148 of 151 Riot Posts

Quote:
Originally Posted by Sh11ft View Post
I think the point that has been really highlighted is that riot looks less at what you majored in, and more your interests and work/life experiences.

EDIT: Came out a little brash... Sorry about that.
To add to this:

Completing a program shows that you're able to follow something through to the end and are willing to learn/grow. This is extremely valuable in any field you decide to go into as things constantly change [new technologies, workflow management systems, etc.].


so I "applied" to Riot a while ago... Riot Chezai
01-30-2014 09:43 AM
General Discussion

Riot Chezai

Recruiting Coordinator

01-30-2014
147 of 151 Riot Posts

Quote:
Originally Posted by Calderweiss View Post
I've been lurking here, and have found it really helpful. Thanks!
Hey Calderweiss,

Thanks for the feedback! Let me know if there's something lacking or if you have any specific questions


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-30-2014 12:40 AM
General Discussion

Vesh

Game Designer

01-30-2014
8 of 19 Riot Posts

Quote:
Originally Posted by Spagyrist View Post
With respect to improving Diana's fighter cred, how about making W scale, not with health, but with attack speed? Here's what I'm thinking:

In order for Diana to use her shield she needs to build up orb charges, which she acquires through auto-attacks: say two AAs per orb, up to a maximum of 3 orbs. With zero charges, W is disabled - but the ability can be activated with 1, 2, or 3 stored charges. The strength and damage of her shield is proportional to the number of stored orbs - so a 3 orb shield is three times stronger than a one orb shield. To work in a balanced manner, orb charges will probably have to decay out of combat.
There are a lot of clever ways to make her W synergize with her autoattacks. This is definitely one way to do that, although probably not the cleanest solution. I definitely see value in your goal though and it's a (general) direction that I think is definitely worth considering.


Hell Riot. I love Diana. Lets talk about her please. IronStylus
01-30-2014 12:25 AM
General Discussion

IronStylus

Sr. Concept Artist

01-30-2014
7 of 19 Riot Posts

Vesh plz


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-29-2014 03:21 PM
General Discussion

Vesh

Game Designer

01-29-2014
6 of 19 Riot Posts

Quote:
Originally Posted by Specialist Nips View Post
I personally am fine with making Diana more of a DPS fighter rather than burst Assassin, on the condition that her kit, besides the numbers, be kept almost exactly as it is now. She has one of the most fun high risk, high reward kits in the game and I don't wan't that to change. So here is my idea: Add an armor and MR passive to moonfall, something like 5 Armor and MR per point in the skill. Then lower her ratios and possibly some of her base damages across the board. This makes the full AP assassin itemization significantly less appealing as you will have to be extremely fed to one shot a squishy. It makes a balanced build of both offensive and defensive items more attractive. Something along the lines of Sunfire, Zhonya's, Abyssal, Banshee's, Randuin's, and situationa; tier 2 boots. However if we lower her damages across the board she will desperately need mana cost buffs, so obviously there are alot of numbers that will go into balancing this. Overall however I think this would give her a nice balance of DPS and tankiness while still being high risk and high reward, and removing her ability to instagib.
TL;DR: Lower her damage, lower mana costs, give her an armor and MR passive on Moonfall, making her a DPS bruiser rather than a burst assassin.

I don't think Diana needs any sort of sweeping changes. Outside of QRR, I think her core pattern is really fun. If you've ever played Diana in 3s you'll know how fun it is to skirmish with her when you can't nuke anyone out. There's something really great about a passive proc into your second rotation of spells as they come off cooldown. It's really satisfying.


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-29-2014 02:20 PM
General Discussion

Vesh

Game Designer

01-29-2014
5 of 19 Riot Posts

Quote:
Originally Posted by atresj View Post
This can be dealt with differently, though. While I do realize my idea do not hit the nail on its head it may help balancing Diana a bit.

We all agree that she's not an assassin (as you too pointed out in your post), she's something like a tanky-bursting frontliner. Because of that her shield should scale with something different than her damaging abilites for the reasons mentioned earlier.

Why not just make her shield scale with bonus health and make her passive scale damage with bonus health too? This way we'll encourage Diana's to actually build more tanky while still making her a threat to the enemy team.

The shield scaling with health instead of AP has been suggested a couple of times. I agree with the goal, but it's hard to say if a specific solution will actually work when it's on paper.

edit: removed analogy that wasn't very strong.


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-29-2014 02:05 PM
General Discussion

Vesh

Game Designer

01-29-2014
4 of 19 Riot Posts

Quote:
Originally Posted by SerBlaise View Post
Thank you for giving Diana some attention!

What are your thoughts on what has been suggested in a few other threads; that moonlight remain on other targets after an R-use-consumption?

As far as moving towards a fighter role, In loosing her damage dealing burst potential, would she gain sustain (Life steal or spell vamp)?
I don't think the core Diana fantasy is spamming R on everything she hits with her Q. Plus, this is an unrealistic expectation of her. When given the tools to jump a squishy, Diana isn't going to make 4 other pit stops on the way there, she is going to go kill the target she can kill immediately. By the time that target is dead, it's not really important if other targets have moonlight on them because her Q is on such a short cooldown. Plus if moonlight lasted long enough for this to relevant the enemy team would basically be permanently revealed and there's a ton of power in the fact that it grants sight..


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-29-2014 12:18 PM
General Discussion

Vesh

Game Designer

01-29-2014
3 of 19 Riot Posts

Quote:
Originally Posted by Super Explosion View Post
And as well, there is room for 'transition gameplay', where she can start off a teamfight (for example) in 'fighter mode', but through the successful completion of combos ramp up her damage to that of an assassin.
I feel that it would be even cooler if she started off in a more "initiator" type role with her R->E and maybe zhonyas that set up her team to follow up with additional CC and then transitioned into fighter mode after. Diana feels really good when she's hitting people with her epic moonblade.

With the way she functions currently, her assassin pattern would basically just degenerate to an even more bursty Akali with less options and less points of mastery.


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-29-2014 12:14 PM
General Discussion

Vesh

Game Designer

01-29-2014
2 of 19 Riot Posts

Quote:
Originally Posted by Maximum Jarvan View Post
Honestly I forgot to mention that. As far as thematics go. It does not make much sense that Diana stops moving when using crescent strike. She is on a relentless path to bring justice and when I imagine her taking the Solari I don't imagine hesiation but rather slicing shieldjng and daahkng through the ranks.

Q is already an extremely reliable skillshot. it has a large width, moves very fast, and has an AoE explosion on the end. Making her not stop to cast it would accentuate this problem even more.

Thematics are important, but should not compromise gameplay.

(Part of the reason why the Q being so reliable isn't very good is because it enables her to go R->R right afterward extremely reliably to just kill someone)


so I "applied" to Riot a while ago... Riot Chezai
01-29-2014 10:43 AM
General Discussion

Riot Chezai

Recruiting Coordinator

01-29-2014
146 of 151 Riot Posts

Quote:
Originally Posted by Ze Ocelot View Post
Thanks for helping everyone out, Chezai. It really means a lot to us .

It can sure be chaotic when it comes to finding an enjoyable job that complements your passion and craft. Especially in regards to networking and experience (personal/group vs. industry).

I've been looking for a concept art and illustration related position; I applied to the Illustrator position months ago on the Riot Careers page, but hey, it was worth a try! In the meantime, I've been working on a lot of related projects to bolster my portfolio. From working on fan games to creating a ton of sketches and illustrations (both personal and fan art), it's been a ton of fun; and hopefully, it'll eventually lead to an actual job!

Again, thanks for all the help! I'm wondering if I can discuss something that's been puzzling me for the past year or so. It isn't exactly a question that can be answered by the FAQ or LinkedIn, but more of a personal inquiry.
Hey Ze Ocelot,

Feel free to drop a note here. I'll try and get back to you ASAP


so I "applied" to Riot a while ago... Riot Chezai
01-29-2014 10:42 AM
General Discussion

Riot Chezai

Recruiting Coordinator

01-29-2014
145 of 151 Riot Posts

Quote:
Originally Posted by Sh11ft View Post
It's good to have that information!

I'm glad you've made yourself available to help all of us get some more information on the subject! Thanks again.
Not a problem! Always happy to help out


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-29-2014 10:41 AM
General Discussion

Vesh

Game Designer

01-29-2014
1 of 19 Riot Posts

This is an incredibly well done post and you've correctly identified a number of key issues with the champion.

"This is because she has a fighter/assassin design and you guys don't like shields on assassins or burst damage on fighters. You have accidentally given her too much durabilty during the situations where she gets a full shield off which makes her feel unfair to play against even though one crit will probably eat her shield assuming she gets it off and doesn't have to use hourglass immediately or get hit with some form of CC. "

This is pretty much the problem. Diana has a role identity crisis right now where shes pretty good at a lot of things but not really the best at any of them. When she's strong, she's good at way too much. Her vacuum on E also accentuates this problem because it puts a huge amount of her power budget into her team's followup ability (Diana when Rumble and J4 were really strong in competitive was really scary despite her average winrate in soloqueue/normals)

Let's talk about both the fighter and the assassin role and what some options and challenges are for each.

Assassins generally have one primary goal: Get in, get a kill, and get out. Diana on live currently can get in, kill someone, and then just generally stays alive due to tankiness. She doesn't really have that many hoops to jump through to do this either. Squishier assassins like Akali have to measure very carefully when they go in and then have other elements of evasiveness (her twilight shroud) that gives her play/counterplay with the enemy that's both positioning and sight based.

Diana doesn't have this however. She just needs to jump a guy and hit all her buttons and if she's ahead enough then she wins. This is especially problematic due to her AP scaling shield (get defensive rewards for building offensive) and you correctly identified that as a core problem. Even without it, if she was powerful enough to just nuke somebody from full but then squishy enough to die for it, Diana post-6 might as well have a Q that reads "on hit, both Diana and her enemy die." Clearly not a very exciting ability for either party involved.

I personally find her prospects as an AP fighter to be much more promising. Taking off some of her crazy burst while giving her tools to do more in fights late game could be a cool approach, especially since she has a cool tuning point in her passive. Increasing base attack speed could definitely allow her to make better use of her 3 hit passive pattern which is generally a little less "bull****" then getting Q -> R -> R'd to death as a carry.

There's other ways to do this as well, and I'm not saying in any way that Diana should be an auto-attack-only champion. Her passive definitely feels pretty good but to add to that, her pattern of making a grand entrance with Q -> R -> E -> Zhonyas is really awesome. After that effect wears off though, we need to ask what Diana should be doing. Should she get to auto burst a carry with another Q->R->R combo, or should she be using a mix of her spells and autoattacks to have a longer time to kill but with more sustained damage?

I personally believe that this approach would be better for Diana overall and would allow her to have healthier tuning points.

This is seriously a great post though. I'd love to have more discussion about her.


so I "applied" to Riot a while ago... Riot Chezai
01-29-2014 10:01 AM
General Discussion

Riot Chezai

Recruiting Coordinator

01-29-2014
144 of 151 Riot Posts

Quote:
Originally Posted by Sh11ft View Post
Thanks for all the great information... This discussion has been one of the more helpful ones I've found!!

On a related note, I'm still a student in college... And the position I've applied for doesn't require a degree. Do you think the fact that I'm only 21 will play a part in whether or not I'm considered? I figure, if I'm doing my dream job, I can always go to school online/in the local area.

Thanks for the help!
Hey Sh11ft,

My opinion only, but obtaining a degree/diploma/certificate should take precedence over jumping into the workforce. Work is work is work. Lots of time for that in the future. Formal education is something I strongly believe in. Not so much the 'I'm going to learn ALLLLL the things', assessments, and exams, but more so the 'I can navigate my way through all these learning challenges' aspect of it. Having a degree doesn't necessarily translate to "I'm going to be getting a job in ________ field because of my credentials". As I've mentioned in previous responses, our Game Design team is comprised of game designers, lawyers, accountants, etc. This in and of itself is a great example of my mantra ---> find your passion.

Also --> dream jobs/companies will change. What you learn and take with you usually sticks [unless you're like me and calculus is still a mystery...].

TL;DR - age is not a hindrance; experience plays a part in things; Riot Chezai approves of education

Hope this helps!


Splash Discussion RiotSilver
01-29-2014 01:45 AM
Art Feedback

RiotSilver

This user has referred a friend to League of Legends, click for more information

Splash Artist

01-29-2014
2 of 4 Riot Posts

Dudes!

Sorry about the delay. I'm going to answer all of the questions I can and that the team is ready to answer. Feel free to continue posting feedback or questions. I will do my best to get back in here as often as I can to update.

----------------------------------------------------

Any word on old splash art for skins? eg: Nidalee and Master Yi.

For context. A while back around the time we reworked the Morgana/Miss Fortune/Tryndamere splashes, the splash team at riot reevaluated what our goals should be with all future splashes. We decided that if we were going to work on creating higher quality splashes, one of the things we would need to do is to start spending more time per splash. What used to be under two weeks (and in some cases, a day or two) has become 4 solid weeks of work per splash and while our team has grown to about 8 artists, this is still very limiting in the resources we have to make splashes. Because of this, we've had to prioritize what we are able to work on at any given time. Right now, our first and foremost priority as a team is to rework all of the base champion splashes that don't meet our standards along with new content. The main reason for this is that the base champions are both IP defining and also what the majority of our players see when they play the game. Once those are done we will prioritize skin reworks for the champions who have been relaunched where the skin splashes no longer accurately represent the in game model (champions like Trundle, Karma, and Nidalee) and after that we will work on the rest of the skin splashes but do not currently have a priority list defined for those. We are working on setting up a pipeline for working very closely with some of our trusted partners to begin working sooner on those relaunched skin splashes. No guarantees at this point, but we are constantly looking for ways to improve our process and get updated splashes for all of your and our favorite champions/skins as soon as possible. We've also been looking very hard to find artists (and passionate gamers) that are capable of hitting both the league of legends style and quality bar so that we can increase the rate at which we can achieve these goals.


Do you guys plan to replace the Chinese art you were putting in the game at one stage?

Yes this is an idea that was brought up a while ago and again very recently. We want to avoid communicating the idea that the splashes from the Tencent client, which we would theoretically substitute, would be a final solution for the current live clients in most other territories. This is because a lot of the older splashes created for the Tencent client no longer match the style of our new target. That being said, as a team we do agree there are probably splashes in our current client where the benefit of replacement might greatly outweigh the difference from our visual style. It's something we will explore.

Question regarding Pantheon's splash. In the Facebook page, as well as during the shifting portraits in the LCS, he uses a unique splash image that looks quite well. The one currently used is the one from the Chinese client years ago. What is the status on that splash, and what reasons were made for not using it in the game?

This splash was made a while back but we felt that it didn't accurately represent pantheon as a champion and what he is able to do in game. I would say however that the quality and personality of the splash overall is higher than the one currently live in game. We may revisit this one as a temporary replacement, since it is already done, until we can get to creating Pantheons actual reworked splash. I will talk to the team about it.

How much time is spent making ONE splash art?

For one person, 3-4 weeks depending on the artist.

How do you determine the position the champion will be in?

Our normal process is to make 3-5 quick black and white sketches exploring different compositions for the splash. We talk to writers, modelers and enthusiasts of the champion to find what we feel is the best version, pose and story for the splash. After we pick a direction we do a few color explorations and start to draw/render the final.

Is a splash art being "created" by one artist, or multiple?

Yes and no. Splashes are worked on primarily by one artist but we do regularly help each other to complete splashes based on each artists strengths and also to accommodate deadlines. On some cases, we have a large number of artists jump on one splash. (Elise's base splash was made in just under 4 days with 5 people working on it simultaneously.)


People point to Dragonblade Riven, the new Lux splash, the new Sivir splash, and others as being "humanly impossible to recreate". While I do see this and recognize the disjointed look that these art pieces give, I personally view these with a more open-mind because I give benefit of the doubt that there must have been some visual basis for these poses. If that is not the case, how did you decide on such postures?

You're right. I'm not sure if the team has previously highlighted our goals for the current target on splash art and if not, then that is probably my fault. We have a bunch of things that we want to aim for when creating new splashes and illustrations. For this question in particular, I'll talk a bit about character poses. The world of league of legends is a fantasy world where things and characters outside the realm of possibilities in the normal world exist. Furthermore, the game and stories are focused primarily on the champions, the super human characters of that world. Our champions have very exaggerated proportions, some can shoot fire from their hands, and some can jump 30 feet in the air. To be able to fully convey the force and impact of these moments, we employ a lot of the same principles used in comic books. We purposefully break anatomy to enhance the gesture of the pose and push characters into extreme perspective. The idea here is to communicate something that is not possible by a normal human. I will take some time in the near future to make a post where I deep dive into what we feel is our splash style. Right now the high level goals are: exaggerated comic book style character proportions and poses, high polish, but still hand painted rendering, limited color palettes with powerful accents, and dramatic lighting.

Are you guys responsible for splash-based animated login screens as well? if so how do you do it?

The illustration/splash team makes the 2d assets, separated out into Photoshop layers that the motion graphics team animates in programs like After Effects.

How do you guys feel about posting videos of the splash art creation process?

Unfortunately, around the same time that we reevaluated our splash style and timeline, we had to stop making process videos. Due to the larger file sizes, lag that's caused by the recording process, and the fact that we regularly collaborate on splashes, we found it unrealistic to continue to record the process. We are exploring new ways of opening the doors to our art process though. I'm not sure when things will be solidified, but its something regularly talked about at Riot HQ.

What other software are you familiar with for working on art? Which is your favorite? Do you use different software for different things?

Splash artists at Riot use Photoshop in tandem with other programs like Maya to create environment/prop models for reference, and a few internal tools. Photoshop is the medium that I've learned how to control the best, but Ive seen people make amazing works of art with MS Paint and Gimp. It all comes down to decision making rather than tools.


Game Modes Thread RiotForScience
01-28-2014 07:14 PM
Art Feedback

RiotForScience

Senior Environment Artist

01-28-2014
19 of 21 Riot Posts

Quote:
Originally Posted by ChronosNite View Post
This one is obvious, WTF Mode. 0 Cooldown, 0 Mana cost. Pretty simple, everything else remains the same. Items still cost money, minions still spawn, all that.
I am not sure if Karthus or Gangplank would be more hilarious in this circumstance. Karthus is obviously stronger... but the perpetual rain of cannonballs would be really funny.


NA East Coast Server! Riot Foro
01-28-2014 03:59 PM
General Discussion

Riot Foro

Network Engineer

01-28-2014
4 of 5 Riot Posts

This isn't something we're ignoring - but it's not something that is going to happen overnight either. Can't divulge any plans right now but we're working on improving latency for everyone in North America (and of course, the rest of the world in their own regional enviroments).

PS @ O.P. - light travels at less than two-thirds of the speed of light through glass, and data through copper is even slower. Might want to readjust those calculations a little!


Maps Skin Ideas RiotForScience
01-28-2014 10:24 AM
Art Feedback

RiotForScience

Senior Environment Artist

01-28-2014
12 of 16 Riot Posts

I am pretty sure that map content is "Client side" which means that each player could pick their own map and see their own map as long as the gameplay information remains identical.


Retro Jinx Skin RiotZeronis
01-27-2014 08:18 PM
Fan Art

RiotZeronis

Concept Artist

01-27-2014
1 of 1 Riot Posts

I'm in love with this fan art and the idea! The art team had a great response to this idea as well. If there's enough interest in the community, I'm definitely calling dibs on this skin!


Maps Skin Ideas RiotForScience
01-27-2014 01:48 PM
Art Feedback

RiotForScience

Senior Environment Artist

01-27-2014
11 of 16 Riot Posts

Quote:
Originally Posted by Everspacial View Post
Bandle City vs Bilgewater (Yordles vs Pirates)[/LIST]
Brilliant! When I read this my head just started spinning with potential ideas that could create that conflict. I would love to implement this idea on a map with some really goofy mechanics. Hmmm....


Maps Skin Ideas RiotForScience
01-27-2014 12:26 PM
Art Feedback

RiotForScience

Senior Environment Artist

01-27-2014
10 of 16 Riot Posts

Quote:
Originally Posted by Starkinight View Post
Demacia vs Noxus theme would be so awesome.
I agree, though we run into an issue with this idea in that we prefer not to divide the map into a fight between good and evil... Dem vs Nox will feel that way. Do you have any suggestions on how we could neutralize that issue?


Maps Skin Ideas RiotForScience
01-27-2014 12:09 PM
Art Feedback

RiotForScience

Senior Environment Artist

01-27-2014
9 of 16 Riot Posts

Quote:
Originally Posted by Slovakattack View Post
So. I came here all ready to spout out different archtypes, only to find that they'd already been done for me. However, i've noticed that there are very little details being suggested here. The best map skins imo would be lore-oriented and thematically tied to Runeterra- this is world-building, here- nothing less.

New maps should include limited interactivity, a la' howling abyss and TT.

For the Piltover map, i'd love to see robotic versions of the monsters in SR. Like robo-wolves, mecha-wyrm and Robo-Baron-Nashor. This might not sound as interesting as entirely new robotic enemies, but I think it's a funny idea that some piltovarian scientist out there was so interested in the ecology of SR that he decided to create his own robotic version of it! His name is... Reginald Bisby. He wears a monocle, and has a cane that is also a hunting rifle. He is the very definition of the Gentleman Scientist. And he is also the announcer! Yeessss, I want this...

For a Void map.... I think that's a case by case basis.. Here's what I imagine happening to a terraforming desert, tho:

The desert boiled and shattered, becoming a broken plateau of dark purple glass. The flora and fauna changed. The trees turning into strange, fleshy things that no longer had a place on Runeterra and appeared to watch travelers as they passed. Shrubs and bushes now made sickening sucking noises as they drained whatever life they could from the lifeless plains, parasites feeding on a creature the size of the world. The sky was injected with an inky darkness. The darkness went away after a time. The purple color, did not.

This is just off the top o my head. I gotta go to class :x
I love the amount of thought you put into these. I think Reginald sounds awesome.


Maps Skin Ideas RiotForScience
01-27-2014 12:06 PM
Art Feedback

RiotForScience

Senior Environment Artist

01-27-2014
8 of 16 Riot Posts

Quote:
Originally Posted by Xanthus730 View Post
A skin where the backs of all the art assets are filled in so you can rotate the camera to eliminate the top/bottom imbalance.

Just sayin'. (Since Rioters have previously said you can't rotate the camera due to this)
That isn't the only reason why we cannot do this. I go into more detail about this on the SR thread. If you want to discuss it drop me a line there.


Maps Skin Ideas RiotForScience
01-27-2014 12:02 PM
Art Feedback

RiotForScience

Senior Environment Artist

01-27-2014
7 of 16 Riot Posts

Quote:
Originally Posted by Shadowultd View Post
Maps out of rotation can be modified without interrupting gameplay or taking the servers down.
hmmm that is a really interesting idea. People will be anticipating a change when we swap the seasonal map so it would be a great time to make edits.


Maps Skin Ideas RiotForScience
01-27-2014 11:59 AM
Art Feedback

RiotForScience

Senior Environment Artist

01-27-2014
6 of 16 Riot Posts

Quote:
Originally Posted by MightyMeowse View Post
How would the skins be implemented if they happened? would they
A: Be available only in custom games
B: have a specific time frame where each is active
C: Be randomly selected at the beginning of each game
I have absolutely no idea. I just noticed that people had a lot of great skin ideas and I wanted to get them gathered together in one place.

One potential application is with the gameplay modes like 1 for all and Snowdown showdown. It is possible that someday we may do a version that also involves a new map, with a new theme.

Other uses for skins (like player purchasable ones just like we do champion skins) are also potential options in the future... but not the immediate future.


Maps Skin Ideas RiotForScience
01-27-2014 11:48 AM
Art Feedback

RiotForScience

Senior Environment Artist

01-27-2014
5 of 16 Riot Posts

Quote:
Originally Posted by Amarathval View Post
I would like to see Candyland SR, complete with chocolate milk river and a gumdrop jungle.

+1


Maps Skin Ideas RiotForScience
01-27-2014 11:42 AM
Art Feedback

RiotForScience

Senior Environment Artist

01-27-2014
4 of 16 Riot Posts

Quote:
Originally Posted by Snackbar View Post
* different biomes as they appear in League (ex. deserts of Shurima)
** With weather effects like a rainy spring or windy desert (note: im aware of some graphics issues with weather particles)
*** on that tangent differnt seasons of Summoners Rift that differentiates from the holiday versions.
* The Glade
What is "The Glade"?


Maps Skin Ideas RiotForScience
01-27-2014 11:39 AM
Art Feedback

RiotForScience

Senior Environment Artist

01-27-2014
3 of 16 Riot Posts

Quote:
Originally Posted by Tigrian View Post
Are we being for serious or for play or some combination of both?

Cause i'd love to see a just ridiculous skin for summoner's rift.

Like, you could make a giant cat be baron, and all the towers have champion's heads or some other such nonsense.

My Lead really likes the idea of making "Breakfaster's Rift" where everything is made out of pancakes eggs and bacon. I think if that idea is on the table, then anything is fair game.


RiotPenguin's Fan Art for Fans! RiotPenguin
01-26-2014 10:04 PM
Fan Art

RiotPenguin

Concept Artist

Follow RiotPenguin on Twitter

01-26-2014
52 of 56 Riot Posts

Rageborn Soraka posted!


Maps Skin Ideas RiotForScience
01-25-2014 07:02 PM
Art Feedback

RiotForScience

Senior Environment Artist

01-25-2014
2 of 16 Riot Posts

Quote:
Originally Posted by Aaydin View Post
This is the first time I've logged on to the forums to post something in about two years I think but its because I really hope I'm heard.

The idea I have is to make map skins for themed events that exist in the LoL lore. The holidays, for example, are a good place to start but I'm thinking something larger. Imagine Noxus and Demacia in a temporary cease fire because of some sort of unifying event.
I hear you, and I really dig your idea!


Gotta hug 'em all! Riot Chezai
01-24-2014 12:26 PM
General Discussion

Riot Chezai

Recruiting Coordinator

01-24-2014
10 of 24 Riot Posts

Attachment 883766


so I "applied" to Riot a while ago... Riot Chezai
01-24-2014 10:54 AM
General Discussion

Riot Chezai

Recruiting Coordinator

01-24-2014
143 of 151 Riot Posts

Quote:
Originally Posted by SwipeZ View Post
To any rioters, I'm most likely going to be majoring in computer engineering, and am wondering if that major holds any occupations within riot. I think it does, but always best to check. Thanks!
Hey SwipeZ,

1 - www.riotgames.com/careers will have any positions we have available
2 - Considering we're a video game company that works heavily in technology and all that good stuff, I'd go out on a limb here and say that a major in computer science/computer engineering is applicable


so I "applied" to Riot a while ago... Riot Chezai
01-24-2014 10:52 AM
General Discussion

Riot Chezai

Recruiting Coordinator

01-24-2014
142 of 151 Riot Posts

Quote:
Originally Posted by ColmanTallman View Post
Riot Chezai,

Working within the video game industry has always been a dream of mine, but I'm not sure about how to get my foot in the door.

I was originally intending to apply into Riot's internship program, which I feel I could excel in. However, my extra-heavy college course load caught up with me over the summer, causing me to graduate a year early in August. Although my early graduation saved me some student loans and is a testament to my hard work through college, I'm now ineligible for the internship program and am unsure about how to go about applying to Riot.

I have a BA in Psychology and played varsity Volleyball through college (winning the national championship in 2011). I'm very passionate about video games as a whole, and Riot specifically captures my interests due to how often their design philosophies coincide with my own (for example, the slow yet unstoppable abolition of RNG from League of Legends). I think video games have the potential to be great works of art or perfectly viable competitive sports (or, of course, both) and am ultimately passionate about the advancement of video games as an entertainment medium.

Working at Riot is my dream. However, with the internship opportunity no longer available, I'm at a loss as to what I should do next. Does Riot have any entry-level positions I could apply into, without a large amount of coding knowledge? Is it possible to get my foot in the door in any way, shape or form?

Thank you for your time.

Coleman
Hey ColmanTallman,

I've repeated this many times in this thread over the last few months and it still holds true: Do what you're passionate about. It's not about what you can get into, but more so what you WANT to get into.

Take a look at our careers page and see if there's something you're super passionate about. We definitely have more than just software engineering positions available, but this is something you'll have to dig into. Do your research! Figure out what that particular field is about. This will help you figure out if it's something you really want to do.


so I "applied" to Riot a while ago... Riot Chezai
01-24-2014 10:45 AM
General Discussion

Riot Chezai

Recruiting Coordinator

01-24-2014
141 of 151 Riot Posts

Quote:
Originally Posted by Mandaari View Post
How long does it typically take to hear back after applying?
Hey Mandaari,

This question, and many more, are answered on our LinkedIn page's FAQ. Definitely check that out.


so I "applied" to Riot a while ago... Riot Chezai
01-24-2014 10:43 AM
General Discussion

Riot Chezai

Recruiting Coordinator

01-24-2014
140 of 151 Riot Posts

Quote:
Originally Posted by Jens DV View Post
Dear Riot Chezzai, do you handle all applications, or just for the LA office?

I'm from Europe and would love to apply for a job in the Dublin office, and was wondering if you go over those aswell, in case I would have any questions when the time comes.


Oh, and would you mind taking a look at this thread? I need your assistance with something unrelated to applications.

http://forums.na.leagueoflegends.com....php?t=4188761
Hey Jens DV,

Our team in Dublin reviews the applications going into their office. We support them and help out when necessary, but they do the bulk of the work. If you have any general questions, I can definitely help you with them. You can also get much more information from our LinkedIn page.


so I "applied" to Riot a while ago... Riot Chezai
01-24-2014 10:29 AM
General Discussion

Riot Chezai

Recruiting Coordinator

01-24-2014
139 of 151 Riot Posts

Quote:
Originally Posted by Shattered Clock View Post
So I hear you're looking for new lore writers (via Reddit of course, but I digress), where might I apply for that as your official "Career's," page does not have anything listed yet?

I absolutely love writing short stories (and being creative in general) and feel that I would be a fantastic fit for your company. I also love to find problems rather than just waiting for them to pop up.

Would your official Linkedin group be the way to go for that or is there another avenue I should pursue?
Hey Shattered Clock,

If you do a quick search for 'writer' on our Careers page, you'll be able to find a few things. I believe the position of 'Writer' itself might touch on Lore and everything in between.

Best of luck!


Rengar Rework Strikes Back RiotScruffy
01-23-2014 02:47 PM
General Discussion

RiotScruffy

Game Designer

01-23-2014
14 of 48 Riot Posts

Update time!

First off, the new Rengar kit is really fun and still feels like the Rengar we love. Both Scarizard and I have played some games on him and we are testing him evenly in top and jungle. Here are a few updates from our tests and your feedback:

-The second roar on W ended up feeling kinda clunky and messed up the flow of his play so we are now trying a version where W only does 1 roar but we are lowering the cooldown to let him get ferocity at a faster pace in long fights
-The passive now only decays when out of combat for 10 seconds instead of 10 seconds after an ability has been used. This helps him a lot in the jungle in keeping his stacks up going from camp to camp. It also just makes a bunch more sense as a player.

-Scruffy


Rengar Rework Strikes Back RiotScruffy
01-23-2014 09:23 AM
General Discussion

RiotScruffy

Game Designer

01-23-2014
13 of 48 Riot Posts

Quote:
Originally Posted by xXSorianXx View Post
Dear Riotscruffy,

Why does rengar get priority over Sion?
To clarify, Rengar is not getting priority over Sion right now. I am personally working on Rengar, but there are two (yes two) other designers working on Sion as we speak. Sion is a big deal for us and we really want to give him the upgrade he deserves. Rengar may release before Sion, but that is not something that we know for sure yet.


Rengar Rework Strikes Back Xelnath
01-22-2014 07:34 PM
General Discussion

Xelnath

This user has referred a friend to League of Legends, click for more information

Systems Designer

01-22-2014
12 of 48 Riot Posts

Quote:
Originally Posted by RiotScruffy View Post
Yes this is our very first iteration of it as a trinket. We will probably try out giving the option for all 3 trinket active types or even making it a unique active that only Rengar has.
Hey Scruffy, here's a crazy idea I had, that I should probably email you about, but, let's throw caution to the wind.

[Disclaimer, this idea is half-baked and there might be a great reason to not do it]

Trinkets are about vision, right? What if instead of a ward, a scan or a clairvoyance, activating the bonetooth necklace gave you 4 seconds of the heat sensitive detection Rengar gets during his ultimate?


Maps Skin Ideas RiotForScience
01-22-2014 04:51 PM
Art Feedback

RiotForScience

Senior Environment Artist

01-22-2014
1 of 16 Riot Posts

I think it is time for there to be a place where people can suggest Map skin ideas.

Some of the ideas I have seen posted elsewhere include

an Underwater Version of SR
A Piltover Skin for SR
Winter SR
Harrowing SR
Lava SR

What else could we do with our maps that would make really interesting skins?


Rengar Rework Strikes Back RiotScruffy
01-22-2014 01:30 PM
General Discussion

RiotScruffy

Game Designer

01-22-2014
7 of 48 Riot Posts

Quote:
Originally Posted by Chaosos View Post
Could you please explain how the ferocity gain post ult works? Is it a constant +1 ferocity per .75s for 5s after ult with a solid speed boost, that you can just keep pulling from?
Right, its the same as the ferocity gain that current Rengar has, but it starts after he exits stealth. The goal here is that coming out of his ult he will be in super charged fighter mode and be able to hit 5 ferocity stacks multiple times in the fight.


Rengar Rework Strikes Back RiotScruffy
01-22-2014 01:22 PM
General Discussion

RiotScruffy

Game Designer

01-22-2014
6 of 48 Riot Posts

Quote:
Originally Posted by Ophirr View Post
I like the overall direction, but removing ferocity stacks after 10 seconds will hurt early ganks for Jungle Rengar (someone I had over 100 games with in s3). If Rengar can't bring the empowered E to the gank, then his pre lvl 6 ganks aren't going to be strong, which I don't think is an area of Rengar that you want to nerf. Thoughts?
This would be true if we didn't change anything else. The goal here is that Rengar enters fights with 0 Ferocity, quickly builds up and then releases with a powerful finisher. This will give him a longer and more engaging fight and we will add power to him if he needs it to be balanced.


Rengar Rework Strikes Back RiotScruffy
01-22-2014 01:19 PM
General Discussion

RiotScruffy

Game Designer

01-22-2014
5 of 48 Riot Posts

Quote:
Originally Posted by Bad Player View Post
When can Rengar leap from his ult? When he's stealthed? When he's fast? Either? Neither?
He can leap from stealth just like current Rengar.


Rengar Rework Strikes Back Scarizard
01-22-2014 01:13 PM
General Discussion

Scarizard

Live Balance Designer

01-22-2014
4 of 48 Riot Posts

Quote:
Originally Posted by oDEIIL View Post
What was the big decision on making Bonetooth in the trinket slot?
I can shed some light on this -

Previously, BTN was having issues for a few reasons:

1. Succeeding in lane or in ganks before purchasing BTN made you feel bad about 'wasting' some stacks
2. The actual purchase of BTN was quite poor in immediate stat-gain relative to other items

Even in the first draft of the rework (with it being built out of a Hunter's Machete), it still faced some issues -AND- had to carry the burden of being Stat-efficient, Low/Mid Cost so people would buy it, and the upgrades had to feel useful (not to mention the effective gold value of whatever passives it would have) and BTN's back is starting to get a little heavy.

Add on top of that the amount of sustain that jungle items are meant to have already to compete in the new jungle/season, and that's quite a lot that BTN has to do. So, we could try to make it balanced (and no one buys it, or they do and lose gold-efficiency), or we make it fit into the game as-is (and you buy it 100% of the time for cost-efficient stats, and sometimes get premium bonuses). It was kind of messy.

Players had always been asking for a way in the previous threads/discussions for a way for Rengar to have it at level 1, which was pretty cool - we just didn't have a really good way to do it at the time. Fast-Forward to now and we have Trinkets! A free item you get at level 1 with no cost and no stats associated with it. And so, the decision was made. And after a playtest i can tell you, it feels pretty awesome

(Bonus Round - to all those worried about alternate maps, it's entirely possible for us to include a 'BTN Trinket' but let it keep none of the yellow/red/blue functionality so Knifecat gets to see the world and bring the hunt with him. Think Poro-Snax!)


Rengar Rework Strikes Back Xelnath
01-22-2014 12:54 PM
General Discussion

Xelnath

This user has referred a friend to League of Legends, click for more information

Systems Designer

01-22-2014
3 of 48 Riot Posts

Scruffy is the janitor of my heart.

I love these changes!


Rengar Rework Strikes Back RiotScruffy
01-22-2014 12:29 PM
General Discussion

RiotScruffy

Game Designer

01-22-2014
2 of 48 Riot Posts

Quote:
Originally Posted by Worst Ezreal SA View Post
Will the quest thing still happen when you face a Kha'zix?
Yes definitely keeping that.


Rengar Rework Strikes Back RiotScruffy
01-22-2014 12:27 PM
General Discussion

RiotScruffy

Game Designer

01-22-2014
1 of 48 Riot Posts

As promised, I'm here with some updates about where the Rengar rework is at and I would also like to get your feedback on the direction and changes.

Overall we hope to accomplish these goals:
-Add counterplay to ranged harass in lane
-Add counterplay overall
-Make ferocity skill choices more compelling
-Improve Bonetooth Necklace in both satisfaction and uniqueness
-Lengthen the time Rengar can fight
-Many small improvements to make all abilities more satisfying and fun

So with those goals in mind, here is our current changelist (numbers aren't final so I'll post those later):

General
-Buffs to base health regen and health per level
-All ferocity effects will deal damage based on champ level instead of the level of the spell

Passive
-Ferocity stacks will reset to 0 if they are not used or gained for 10 seconds

Q
-Cooldown lowered at all ranks
-Ferocity Q now gives the same attack speed buff as base Q
-Ferocity Q now gives 3 ferocity after it is used
-Ferocity Q damage scales on champ level instead of spell level

W
-3 Seconds after the initial roar, Rengar roars again for PBAOE damage and builds another Ferocity
-Ferocity W scales on champion level instead of spell level

E
-E is now a skillshot
-E range increased from 575 to 1000
-Damage increased
-Slow increased
-Ferocity E deals damage based on champion level not spell level
-Ferocity E root duration increased

R
-Stealth duration increased from 7s to 10s
-Rengar no longer gains movement speed while stealthed
-After exiting stealth, Rengar now gains a significant movement speed buff for 5 seconds
-The Ferocity gain begins after Rengar exits stealth instead of when the stealth begins

Bonetooth Necklace
-Now is a trinket!
-Costs 0 gold!
-Has a new active that places a temporary ward
-No longer gives AD or AD per level
-3 Trophy Bonus: Movement speed out of combat and in brush
-6 Trophy Bonus: Additional leap range
-9 Trophy Bonus: Increased Thrill of the Hunt stealth duration
-14 Trophy Bonus: Gain movement speed while stealthed in Thrill of the Hunt


These changes are still WIP so this thread is all about getting your constructive feedback and having a dialogue to help us make Rengar a more fun champ for all players. I'll be coming back to the thread later today to discuss the feedback.

-Scruffy


Why do we do reworks? RiotScruffy
01-22-2014 09:46 AM
General Discussion

RiotScruffy

Game Designer

01-22-2014
25 of 25 Riot Posts

Quote:
Originally Posted by Archainis View Post
If I could ask a more abstract question:

How do you go about deciding how much "feels like the existing champion" is enough? Or conversely, what constitutes "toxic enough" to warrant a change? How does projected workload play into this? Is it just by iteration only?
Good questions. "Feels like the existing champion" is a very important part of our approach to a rework or visual update. The end goal is"how can we make this champion the most fun and realized version that they can be while preserving their identity."

When it comes to "toxic enough," we don't really have a hard threshold but there are 2 ways that we approach this issue:
- We try to tackle champions that have more negative effects on the game as a whole first (more toxic you might say).
- Whenever we make any change, whether it's focused on lowering toxicity or not, we ask if the benefits of the changes outweigh the costs of changing something. And we definitely understand that there are many costs associated with changing a character that people have gotten familiar with and grown to like.


Why do we do reworks? RiotScruffy
01-22-2014 09:17 AM
General Discussion

RiotScruffy

Game Designer

01-22-2014
24 of 25 Riot Posts

I knew you all wouldn't forget, Rengar updates coming later today (still WIP but we're liking it so far).


Gotta hug 'em all! Riot MilkManiac
01-21-2014 09:19 AM
General Discussion

Riot MilkManiac

This user has referred a friend to League of Legends, click for more information

Project Coordinator

01-21-2014
9 of 24 Riot Posts

You're never on whenever I try to hug you in client, so I'll just do it here .


*Giant Dairy-Filled Hug*