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Posts Tagged ‘project skins’

League’s official Facebook page posted a short gif that teases PROJECT skins for Kat, Ekko and Ashe:

 

 

Here are the individual frames from the teaser:

ashe teaser 1 ashe teaser 2 ekko teaser 1 ekko teaser 2 kat teaser 1 kat teaser 2

 

You can find additional teasers on the PROJECT minisite. Similar to last year, you can see blueprints of the weapons the champions’re using.

You start by typing one of three words: FREEDOM, UNITY or AMBITION. Each word will then have three floating circles that contain a phrase or a weapon blueprint:

 

Here’s Kat’s teaser and the blueprint for her daggers:

Ambition

Ambition 1 Ambition 2 Ambition 3

 

Here’s Ekko’s teaser, with his sword in the last screenshot:

Freedom

Freedom 2 Freedom 1 Freedom 3

 

Here’s the teaser for Ashe, including a schematic of her bow:

Unity

Unity 3 Unity 2 Unity 1

 

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SEPTEMBER BUNDLES MYSTERY SKINS IN STORE Banner

 

 

Could you update the Champion Update schedule

Scruffy Final PortraitWe’ll get to this very soon.

Spoiler (the nearer future):

Poppy (big)
Taric (big)
Shen (medium)
A bunch of small marksmen updates (like the juggernauts)

There are others that we’ve talked about (yorick, akali etc) but those are still in earlier phases.

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Are these reworks listed in the order theyll be released

Scruffy Final PortraitNo sorry, it’s not even 100% clear to me how they will shake out. Different “pods” on the team are working on different projects concurrently so sometimes things finish faster than others.

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Can you share which Marksmen women are slated for updates

Scruffy Final PortraitThere are a lot of them in progress, and we’ve mentioned a few already (MF/Quinn). Not sure if I should spoil the rest.

There will be a bunch of them with like 1 skill or mechanic change (like the juggernauts) focused on making them more unique. Some marksmen, Lucian and Graves for example, have a ton of overlap in playstyle and strengths/weaknesses. We hope to fix those type of overlaps.

On top of the characters getting “reworks” we are probably going to do a stat/scaling pass on nearly all of the marksmen to go with the updated marksmen items that are being worked on by the systems team.

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Is Caitlyn on your Marksman Update list

Caitlyn Banner

Scruffy Final PortraitWe are indeed doing some work on Caitlyn as part of the pre-season’s Marksmen update. None of her abilities are likely to change substantially. As many have mentioned she’s fun and functional on Live. It’s just hard to identify a situation when she’s the right pick over other marksmen.

Here’s the gist of the present direction, roughly ordered big to small in terms of where our changes are likely to focus:

  1. Hone Caitlyn’s strategic identity as a siege/zone control-focused champion, likely by emphasizing her traps.
    Hone her thematic identity as a sharpshooter by emphasizing accuracy and range.
  2. Give a bit more depth to her playstyle, likely by emphasizing shot timing and target selection. You should know a person who has 30 games on Cait from one with 5.
    Add this depth through rewarding good planning and judgment, not pure mechanical skill.
  3. Retain/enhance her trademark safety, again likely through enhanced traps, in exchange for not being a great tank buster compared to less safe marksmen.
    Ensure she has access to offensive rewards should she trade in some of that safety, likely through 90 Caliber Net.
  4. Create limited windows of breathing room to her early pressure so that more champions, when properly played, can fight back against her laning phase.
    Use those windows to let us be comfortable with her being a potent lane bully.

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Where do you think Irelia sits in terms of being updated

Scruffy Final PortraitWe aren’t working on her currently, but she is a champ that we have a ton of interest in for the future. There is so much we could do now to better deliver on the promise of the “psi blade” character. It’ll be a lot of work and we’d probably want to build her from the ground up (new model, anims, kit etc).

When we do start working on her, we will definitely have some dialogue about what are the things that current irelia has that are really working. I would rather we enhance the things that irelia mains love than just create something cool, but too different.

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Could you elaborate on what changes youll be making to Quinn

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Repertoir New PortraitI appreciate your guys’ concern with the upcoming Quinn changes, and I do enjoy seeing threads like these that are well thought out and in the spirit of making a character everyone can be happy with.

We’re still not quite ready yet to discuss Quinn’s upcoming changes in detail, but I’m looking forward to being able to do so. I will say in advance that the above stuff that OP mentions Quinn mains agree on won’t necessarily be everything you can expect from the changes, and I do understand that there will inevitably be players that disagree with some of the changes I’ll end up making, as is the case with almost every update to a character. In her changes, we’re trying to mostly preserve what is cool and fun about the character while hopefully making the whole package make a bit more sense, especially from a gameplay perspective.

I will say that in the update, you can expect her abilities to mostly be the same, with changes here and there to their effects, cast types, numbers, etc.

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Whatre your thoughts on Darius being permabanned in Patch 5 18

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Meddler Final PortraitPersonal feeling is that his current ban rate made sense for 5.17 Darius, but doesn’t for 5.18 Darius since he’s lost a noticeable amount of power. He might still be ban worthy for some people/some match ups, and might or might not still be too strong, but not 90% ban rate worthy. I’d expect it to take a while for his ban rate to lower though, most people banning him won’t be seeing him in game in the first place to observe the changes (super high ban rates limit feedback), so it’ll take a while for them to get a read on his revised state.

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Meddler Final PortraitAs far as follow ups go, if we needed to do something flat + % missing, or flat multiplied by % missing on the heal would definitely be one of the things we’d look at. Whether that’s the change we’d go for would depend on what the issue was though (no sense nerfing his heal if something else turns out to be an issue for example).

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Riot Music Team Update

Praeco Final PortraitHello folks.

With the Kindred theme coming out, I’d like to introduce you to Edouard “Ed The Conqueror” Brenneisen, who just joined our music team as composer. Kindred was his first project, and we’re all very excited to have him on our team, writing music for you all in the future.

With him, our team now consists of the following vagabonds:

  • Sebastien “Chemicalseb” Najand (His work includes the themes of Ekko, Braum, Urf, Super Galaxy Rumble, Rek’Sai, Bard, PROJECT, etc.)
  • Alex “Scherzophrenia” Temple (His work includes the themes of Bilgewater(including map music & champion themes), Snowdown 2014, Tiny Masterpiece of Evil, Tales of the Rift, etc.)
  • Jason “Protoshredanoid” Willey (He also joined our team somewhat recently. His work includes the theme of Tahm Kench, Pentakill & eSports music contributions)
  • Edouard “Ed The Conqueror” Brenneisen (As mentioned, Kindred was his first piece for us)
  • Myself, Christian “Praeco” Linke (My work includes the themes of Nami, Diana, Jinx, Vi, Amumu, etc.)

Together, we work on all musical aspects of League of Legends. We all have different and musical styles and backgrounds that we try to utilize intelligently for all the different projects that we tackle, and one of the awesome aspects of working on this team indeed is being able to learn from each other every single day.

If you have any questions, feel free to ask us whatever you’d like.

Also, for the curious, the awesome dudes from surrenderat20.net already uploaded the theme, which is currently on PBE:

Thanks,

Christian // Praeco

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Will we have more music from Pentakill

Praeco Final PortraitYeah! We’ve had a handful of get-togethers so far to write on some new stuff. We don’t have much yet, but we’re actually working on it 🙂

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Is there going to be an update to the League of Legends album

Praeco Final PortraitYes. Also in the beginning phase, but this one should be taking way less time than the first, because the newer music is produced much better, and hence will not require as much re-production.

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How did you develop the music for the Burning Tides event

Scherzophrenia: Hi!

Bilgewater was a fun project to work on, particularly as someone who probably plays 10 ARAM games for every SR game. One of the first things we looked at was what kind of instruments it should have, and whether there should be a “featured” instrument (in the way the Nyckelharpa is for Freljord). We decided that rather than focusing on one instrument, we could capture the melting-pot feel of Bilgewater better by using a variety of different instruments “imported” from other parts of Runeterra, brought together with some questionable playing techniques to make some unsophisticated noise at a pub down by the slaughter docks. The next question was, what should that ensemble sound like?

A lot of the “percussion” that you hear in the track is quite literally what you might hear in a Bilgewater pub: it’s recordings of mugs being slammed down onto wooden tables that I later cut up and assigned to keys in a playable MIDI instrument. Some of the other non-MIDI instruments were chosen based on what was available, which in hindsight I think fits the spirit of how a Bilgewater ensemble would be assembled. We brought back the same bouzouki that chemicalseb used all over Braum’s theme, but after traveling all the way from Freljord we thought it shouldn’t sound that great. To fix this, I tuned it down almost an octave to get a loose, nasty twangy sound from it. I also bought a cheap Mandolin for the project, and while I do my best to play it “correctly” on many parts of the tracks, I think we actually had much more interesting results when I played it with a violin bow. I thought of it as the sound of a drifter with a bit of mostly-forgotten fiddle technique bartering his way into possession of a mandolin somewhere in Bilgewater, and trying to play it like a fiddle because in his addled mind, it looked kind of like one. You can hear this in a lot of the drones, like the ones that begin most of the logins and the champ select music. The voices are a bunch of Rioters having a little too much fun for a Monday afternoon. We’d considered doing lyrics but concluded that it would be too distracting for in-game music.

Musically, I thought everything should be simple and unsophisticated – the kind of music that would be picked up through oral tradition rather than properly learned. Thematically this meant straightforward rhythms with a lot of note repetition and a lot of stepwise motion (moving up or down by just one note rather than in larger leaps). I developed all of this in the map music first, and then later extracted and re-purposed the themes for the various logins. We actually work this way on a lot of our projects, where we might do a promotional video first, and then expand certain elements into the login. (For example Shurima, Ekko, Freljord, and Summoner’s Rift were all done this way.) This often is due to project timelines more than anything else, but it also works in our favor, because it can be tempting to get carried away while working on a standalone login and write music that will be harder to adapt for a more time-locked format.

I have been meaning to get the rest of the music up onto Soundcloud, sorry for the delay! I’ll try to get it up this week 🙂

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How do you feel about the open mid situation developing in NA and EU

Ghostcrawler New PortraitIt’s a really nuanced conversation. The reason we don’t allow surrender immediately (for example once you see what the enemy team comp is) is because it’s often possible to win a come-from-behind victory, and we want to give players an opportunity to focus on strategy rather than focusing on campaigning the team to surrender. In addition, we don’t want to use quick surrender as a run-around leavers. For example, we don’t want to encourage someone harassing you to surrender because they didn’t get the position they wanted or because they didn’t get First Blood.

However, it does also suck when you are really, really far behind (say a couple of players never connected) and you’re just killing time waiting for that 20 minutes to tick down. Our surrender mechanic may need more flexibility in its design.

The open mid situation is further complicated by a number of factors. For example, teams may be throwing games just to get around the surrender limit I discussed above. Or maybe players perceive the game to be more snowbally than it really is, so they feel like playing from behind isn’t worth the effort. (Our data suggests the game isn’t more snowbally for players in most ELOs, but perceptions don’t always match reality.) Also, there may be a perception that since open mid started in Korea, and Koreans have a well-earned reputation as skill players, that they must be onto something. 🙂

We’re discussing what to do about it, if anything.

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PROJECT community creations

Jynx Final Portrait…SEARCHING… TARGET // FAN ART //

ACTIVATE.

 

 

Akujin-b0x and crimson-seal

 

drweesnaw and goodknight2sday

 

grouchygutterrat and Gumae

 

kaerru and Kai Cosplay

 

KaerruArt and kiremeister

 

Maciej Kuciara and McDobo

 

MgnZ and MonoriRogue

 

Muju and Naheht

 

NE0SHIN and nerdrodder

 

Noscium and Polkadotzombie

 

Racchoi and RazeArmada

 

Shintaibee and Skullwidow

 

SuperKusoKao and synclairekapturart

 

Tropic02 and yuan lan

 

zymv587 and キノコ

 

Share more of your favorite PROJECT creations in the comments below!

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

HOW PROJECT CHAMPS TRANSCENDED HUMANITY Banner

 

How PROJECT Champs Transcended Humanity

BY CACTOPUS

No great idea gets into League of Legends without being examined, challenged, and mutated by our collaborative process. When Marco “Wendigo” Silva, an artist from the São Paulo office, dreamed up “Cyber Yi,” he knew it’d be put through that creative gauntlet.

Silva wanted to fight hard for his idea, so he put together a team of concept artists and animators and created a 50-page presentation detailing how a legendary Yi skin could fit into an entire universe inspired by classic cyberpunk films. The first few Rioters who saw the pitch sent it around to others, and it spread virally through the company. People started piling aboard Silva’s cybernetic hype train.

My first reaction was like, ‘whoa, this is ridiculous,’” recalls lead concept artist Larry “The Bravo Ray” Ray. “I was impressed.”

Still, there were obstacles Silva hadn’t considered. While the Cyber Yi concept was still being pitched, a team at Riot’s Santa Monica office was independently working on a cybernetic-themed skin called PROJECT: Yasuo. Our artists thought that Cyber Yi might complement the new Yasuo skin, but first they’d need to figure out the artistic direction for PROJECT: Yasuo — and for any other champions that might fit into that world.

Cyber Yi would need to evolve.

PROJECT vs. the Robots

Two other futuristic, techy skin lines existed in League of Legends at this time: the hulking “Mecha” skins (featuring Malphite, Aatrox, and Kha’Zix) and the fiery, monstrous “Battlecast” army (starring Creator Viktor and his mechanized mutations of Kog’Maw, Vel’Koz, Cho’Gath, Urgot, and Skarner).

Battlecast, says visual effects artist Adam “Riot AdamUnicorn” Kupratis, “is like what the Vikings would build if you gave them combustion engines.” There’s black oil, hot sparks, pistons, a fuel source. “Everything’s on fire and it’s gonna hurt to be near it.”

In the Battlecast designs, all the armor and weapons are forward-facing. “They’re not worried about what’s behind them because they’ve already killed everything in their path,” says Larry Ray.

Mecha, on the other hand, pulls influence from Giant-Robot/Monster-Attacking-The-City movies and animes. The sensitive parts of the mechs are covered up and painted, bringing form and function together to create a gigantic machine that looks like it could fit a whole family of yordles in the cockpit.

Artists decided to keep PROJECT skins people-sized, though the champions have fused and augmented their bodies using some big, crazy technology. “In order to become PROJECT you have to surrender your humanity,” says Lisa “Saiyaka” Thorn, a visual designer. “The technology takes over your soul.”

PROJECT champs aren’t just soulless husks, though. Little clues point to their human origin: Yasuo’s leather glove, Leona’s exposed jaw, Master Yi’s wuju-sculpted washboard abs. These aren’t robots—they’re just seriously tricked out people.

Shaping Up

Using certain shapes and colors can unify skins in subtle ways. Cold, teal-tinged steel defines Mecha designs, while fiery bursts of orange and red light the unpainted Battlecast bots from within. Most of the PROJECT champs also sit somewhere on the spectrum between yellow and red, says Kupratis, but the skins “play with subtractive elements.” By this he means other colors peek out of the PROJECT champions’ gear, but are muted by the surrounding light.

In the Battlecast skins, cylinders spring out of every joint and opening: Cho’Gath’s mandibles are replaced by tubes, and a slew of pistons bursts out of Kog’Maw’s muzzle. Hexagons dominate the Mecha skin line. They show up in the honeycomb-like texture of Kha’Zix’s wings, but also the shape of his head, the bend of his arms. Artists call these sorts of defining details “shape language,” and clearly determining the shape language for each champ and skin line creates a sort of visual consistency that’s easily understood and recognized by players.

To determine the shape language for PROJECT Skins, we had to do more than differentiate the skins from Battlecast and Mecha. Paul “SpaceW0mbat” Hoefener, the concept artist behind the original PROJECT: Yasuo skin, sees it as a combination of digital (think hardware, fitted with chips and carbon casings) and ethereal, intangible effects. “The way the particles dissolve feels magical,” Hoefener says, “but it’s still tech.” To dig deeper into this idea, the art team wrote a complete definition of what “PROJECT” means.


PROJECT: is the perfect fusion of one’s supernatural essence with advanced weaponry and body augmentation. This linking of technology and energy allows extraordinary hosts to channel their essence into physical manifestations and, in rare cases, transcend the corporeal plane. Only subjects possessing extremely focused inner essence and exceptional physical attributes can unlock the true power of PROJECT.


Ultimately, PROJECT is about transforming the “mere human” forms of champions using technology, and the shape language the artists used reflects that. ”When champs use their heightened PROJECT powers, it’s through shapes and geometry that fit their unique characteristics,” says Thorn.

Fiora, for example, is graceful yet sharp — it looks like it might sting if you bumped into her. Lucian is defined by sleek, speedy-looking parallelograms, and his W bursts into a compass rose. Designers wanted those elements to peek through even after the champs fused their souls with technology to become PROJECT. So, PROJECT: Fiora’s pointy triangles became digitized. PROJECT: Lucian’s bursts got brighter and burstier.

From Brazil to the Rift

Players loved the PROJECT concept, but it took time to figure out how to integrate its themes and ideas with the potential suggested by Marco Silva’s pitch for “Cyber Yi.” Size, color, shape, purpose, personality: each of these elements had to be carefully considered and toyed with to turn PROJECT into a full-blown skin line.

Hoefener says that the long, multi-faceted design process PROJECT: Yi went through is all part of what defines League of Legends’ artistic sensibility. “By the end of the process everybody’s put their personal spin on it,” he says, “and that’s how it gets League-ified.”

For Silva, seeing his “Cyber Yi” idea evolve into PROJECT: Yi is like a dream come true. He says he’s still a Master Yi main, “but now there’ll just be a lot more particles flying everywhere when I gank people.”



If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

PROJECT SITE UPDATED WITH NEW WEAPONS

Following yesterday’s teaser, the PROJECT site has been updated with holographic weapons:

 

100 PULSE SABER SCARLET

ZERO PULSE BLADE

  • Full-length energy blade allows for flawless attack precision and maximum repel strength. Spatially controlled atom tip coating most compatible with single-target combat.

BLACK RR “SOLID SMOKE” BLADE CASING

  • Forged 2250R-100 Aero-Carbon compound provides lightweight fitting for Zero Pulse Blade. “Solid smoke” material adaptable to unique molecular states.

Project Scarlet Blade Teaser 1 Project Scarlet Blade Teaser 2

 

HYPERLIGHT ALPHA BLADE

BLACK RR “SOLID SMOKE” BLADE CASING

  • Forged 2250R-100 Aero-Carbon compound provides lightweight fitting for 098X Fusion Edge. “Solid smoke” material adaptable to unique molecular states.

098X FUSION EDGE

  • Hyperlight core provides precision balance and lossless energy distribution. “Alpha” fusion blade highly compatible with multi-target combat.

Hyperlight Blade Teaser 1 Hyperlight Blade Teaser 2

 

MOUNTED 9ND08 ENERGY SHIELD

RETRACTABLE STRIKE PLATE

  • Retractable energy plate engineered with titanium fittings to provide maximum protection against burst attacks. Capable of blocking and stunning targets with operator energy assistance.

LASER ETCHED CRUX

  • Shield core coated in lightweight polymer composite. Graphene latticework designed to maximize mobility and weight distribution.

Shield Teaser 1 Shield Teaser 2

 

L20 S10 LIGHTCASTERS

ION CASTER CORE

  • Core fires light beams charged via secondary focusing chamber. Ions channeled through primary chamber yield additional charges.

HEAVY LIGHT AMPLIFIER

  • Activated Amplifier fires tracking flare capable of long range target acquisition. Unit compatible with Ion Caster Core.

Lucian Guns 1 Lucian Guns 2

 

PLASMA CUT 2250R DUAL STRIKERS

HIGH FREQUENCY ENERGY BLADE

  • Split high frequency blades channeled via operator maximize close-proximity damage. Auxiliary side blades allow for target laceration from multiple angles.

BLACK RR “SOLID SMOKE” BLADE CASING

  • Forged 2250R-100 Aero-Carbon compound provides lightweight fitting for H.F.E.B. “Solid smoke” material adaptable to unique molecular states.

Strikers 1 Strikers 2

 

Also, the mysterious face from the mobile version of the site now pops up when you launch the desktop version as well:

Project Reveal 6

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.