League of Legends
Yes, that game. I spent some time here as a Technical Artist, putting together cosmetics and tools for many patch releases!
As a Tools and Pipelines Technical Artist, I lead technical art feature development for new champion skins, and I’ve also been greatly involved in tool development and R&D for internal teams as well as outsource studios.
I spent most of my time managing workflows and building tools within Riot’s custom engine ecosystem to make content creation easier. Here, I learnt how to use Qt and leveraged my existing UI/UX knowledge to benefit my colleagues in the technical and QA teams, and also assisted in many bug fixes, new features, and refactors for both upcoming and released cosmetic content.
Some of the skins I’ve worked on include Project: Command Line Yi’s sword-changing mechanics and his ultimate ability “arrow” particle VFX, where I also refactored his run cycle under the hood:
The golden “demon spirit” that appears above Sunken Shadows Lucian’s head when he activates his double-attack passive:
And the recall and stasis (not shown) animations for Rain Shepherd Gwen:
I also made some notable bug fixes to old skins and champions, such as:
- Dark Star Thresh now flies in his homeguard run animation, like his other skins
- Garen no longer has his spin attack animation overlap his other ability’s run animation
- Karma’s Mantle of Decorum that spins on her back and programmatically stops when her ability is on cooldown, now stops and starts appropriately after undergoing resurrection effects
And I’ve also fixed about 38 other different bugs reported independently by QA for various upcoming and existing skins.