Legends of Runeterra: Rising Tides

Client: Riot Games
Release Date: Apr 29, 2020
Apr 29, 2020
Release Date: Unreleased
Engine: Unity

As the first expansion set to the award-winning Legends of Runeterra, this set focused on the Bilgewater region of Runeterra.  With 120 new cards, including new Keyword abilities and 11 new champion cards, this set included hundreds of new visual effect challenges, including a new focus on bigger, more impressive “champion Level Up” moments that break free from the confines of the Board. 

Legends of Runeterra is the award-winning, free-to-play collectible card game featuring hundreds of unique visual effects moments from full-screen champion level-ups to complex Spells and individual Board and Guardian customizations. It was released worldwide in April of 2020 across the PC, Android, and IOS platforms to critical acclaim and public praise for rejuvenating the CCG genre. In December of 2020, it was awarded “iPad Game of the Year” by Apple.

Working with Riot Games

With the release of the Rising Tides expansion, we were able to continue our relationship by tackling new challenges and continuing to push the visual bar of key moments in the game. With the addition of full-screen takeovers for champion Level Ups, we worked hand-in-hand with the artists and engineers at Riot Games to prove out the larger concepts and how they would eventually be realized in-engine.

As more intricate and larger concepts came in, we needed to ensure that we were hitting a level of fidelity that did the game’s story justice and served to push the narrative of its champions and followers further. With an increase in scope and fidelity also comes a cost to performance, especially on mobile devices. This presented us with the challenge of reworking some of the methods we were using to better adapt to the new direction and ensure the pipeline would continue to be stable for future releases.

In addition to larger champion moments, there was also a need to generate more cosmetic content, namely Guardians, Boards, Rewards, and Event assets. Our artists worked with the designers and tech team at Riot to generate pipelines and VFX that were centerpieces in the economy of the game.

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