SVG On Demand: Riot Games Boosts League of Legends Production With Object-Based Storage

Workflows encompass transcontinental content sharing, multiple cloud platforms

As a truly global brand, Riot Games was looking to build a content-management system that would allow its esports production and distribution teams to seamlessly share content with partners across the globe. The Riot Games technical team selected an object-based storage and orchestration solution because it provided the capability to serve its on-premises workflows and scale to multiple cloud platforms.

At SVG’s Sports Content Management & Storage Forum last month, Riot Games Technical Lead, Esports, Ray Panahon detailed the flexibility that enables the company’s partners to use whatever cloud platform they deploy in their respective operations and the pathway established to share in-house video content and assets to outlets all over the world.

Riot Games’ Ray Panahon (center) discusses League of Legends Championship Series workflows as Dell EMC’s Jeff Blakeman (left) and IMT Global’s Tom McGowan look on.

Riot Games’ most popular title, League of Legends, currently boasts nearly 100 million unique players per month in more than 145 countries. In 2013, the company launched the League of Legends Championship Series (LCS), which features two separate competitions, in Europe and North America, with the winners meeting in the World Championship. It has quickly become one of the most popular esports leagues. In addition, Riot supports 13 professional esports leagues and continues to grow its overall esports footprint into such markets as China and Latin America.

Listen to the full SCMS session below to hear why Riot Games adopted an object-based storage solution for its esports operations and how it has changed transcontinental production workflows for the better. The session was moderated by Tom McGowan, VP, business development, IMT Global; joining Panahon on stage was Dell EMC Senior Systems Engineer Jeff Blakeman.

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