Erick Moreira and Kirill Mikhailov, Riot Games
The video game industry is growing year-by-year, and it is projected that the market size for video games will double in the coming 10 years. The number of people playing video games will also grow substantially. All of these produce a lot of challenges for tech teams to make sure that the games are not only fun to play but also offer stable, accessible gameplay. This is even more important for online competitive games, as they demand increased stability and performance.
Our presentation is focused on a review of the Riot Games journey through observability and specifically on the latest iteration of global-scale changes we made to introduce SRE and the new observability pipeline in the company.
Erick Moreira, Riot Games
I am Erick Moreira, a 32-year-old Brazilian from Rio, working and living for 5 years in Dublin. I grew up modding and creating simple things for games. Now, I am focused on the backend, cross-cutting concerns, and the developer experience. I still find space in my heart to build front-end stuff and games on the side. I am an enthusiast for tooling, automation, standards, and high-performance services.
Kirill Mikhailov, Riot Games
I started my journey as an engineer while in school, building servers for online games. I then switched to traditional software engineering, working for large tech companies. But at the end of the day, I still landed in the gaming industry, where I have worked for the LiveOps organisation at Riot Games for the last 2 years.
author = {Erick Moreira and Kirill Mikhailov},
title = {Riot Games: Evolution of Observability at the Gaming Company},
year = {2024},
address = {Dublin},
publisher = {USENIX Association},
month = oct
}