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Drive player growth and monetization for Teamfight Tactics (TFT) in China by shaping strategies, managing in-game events, and collaborating with global teams to enhance the player experience.
Riot Games was established in 2006 by entrepreneurial gamers who believe that player-focused game development can result in great games. In 2009, Riot released its debut title League of Legends to critical and player…
Leads cross-functional teams to deliver Riot Games’ publishing platform projects, integrating games with platform products while aligning development teams with strategic goals. Uses Agile/Scrum methodologies to coordinate complex programs, manage risks, and ensure on-time launches.
Engineering Manager on Riot Games' VALORANT team, owning the technical direction for gameplay cosmetics/premium content end to end. The role is hands-on in the code (C++, game engines like Unreal/Unity), while hiring, coaching, and mentoring engineers and collaborating closely with art, design, and product.
Lead game design for an unpublished R&D title at Riot Games in Guangzhou — architecting core economy, social, and combat systems, managing the design team, and driving cross-functional execution from vision to delivery.
Architect and scale ML infrastructure for game AI systems, focusing on model serving, orchestration, and deployment workflows to move models from experimentation to production reliably.
Staff Software Engineer designs and implements automation and build systems for an unreleased Riot MMO in Sydney, using C/C++ and Unreal Engine to optimize pipelines and workflows.
Builds and improves developer tools and workflows for VALORANT’s game creators using Unreal Engine and C++, leveraging AI to speed up development while ensuring quality.
Staff Software Engineer building globally scalable backend services for an unreleased R&D game at Riot Games, using C++ and Golang with cloud technologies like AWS.
Staff engineer building foundational systems and tools for an unreleased Riot game in Sydney, using C++ and game-dev expertise to drive scalable architecture and player-first features.
Principal Software Engineer on the AI Efficiency team at Riot Games, building and scaling internal platforms, automation, and AI-native workflows to make AI services and developer workflows more reliable, secure, and efficient.
Leads the technical vision for Unreal Engine tooling, plugins, and infrastructure at Riot Games, collaborating with global teams to improve game development workflows and runtime performance.
QA Engineer II on VALORANT’s Engine team, partnering with devs to design test plans, automate validation, and debug crashes to uphold high quality standards in Unreal Engine 5-based development.
Senior Game Producer managing an unpublished R&D game project at Riot Games in Guangzhou, focusing on project lifecycle management, risk mitigation, cross-functional process optimization, and pipeline efficiency using Jira, Agile, and data analysis tools.
Producers at Riot lead passionate cross-functional teams to craft creative content and incredible experiences for our players. We encourage teams to collaborate and drive development, smashing through obstacles to…
Designs and balances gameplay systems and economies for an unreleased Riot Games title, collaborating with artists and engineers to refine player experiences.
Lead client architecture, rendering, and performance direction for Wild Rift (mobile League of Legends) at Riot Games in Shanghai. Define the multi-year technical roadmap, set engineering standards, and drive hands-on solutions for a large-scale Unity-based mobile game client across iOS and Android.
Product Manager for VALORANT Mobile's meta systems, shaping player experiences like progression, social features, and identity outside of gameplay using data and cross-team collaboration.