@Reav3, I've got a question about visual design and watchability/playablity

Linna Excel·8/31/2017, 7:48:13 PM·1 votes·865 views

Specifically how much work does riot do to make sure everything comes out as watchable for youtube and streams? I saw TB's invisigun video the other day, and for those who didn't see it, it was basically about how one of the most fun games TB played is failing largely because the fun doesn't translate well on twitch or youtube.

On the flip side of that, how do you guys keep the game's visuals from being too cluttered for both players and viewers? In a typical 5v5 teamfight, you've got to keep a track of up to 50 separate things (10 champs * 4 abilities per champ). That doesn't even take into account stuff like passive skills or item effects and item actives. I've had instances in game or watching videos where it starts to get a little difficult telling what's going on because too much stuff is happening at once. I've got no clue how bad it might be for someone who doesn't play league and doesn't have a passing knowledge of all the champs and their abilities to watch a video or stream.

2 Comments

RiotReav38/31/2017, 10:18:40 PM4 votes

We do care about watch-ability. We have done a few passes at the spectator client to reduce the amount of clutter and things that don't matter as much when spectating. When making champions we also often tone abilities down over the course of production to reduce overall visual nose in the game.