
Senior QA Engineer @TFT @riotgames • Gameplay • Riot Wonderdev • views are my own •
Los Angeles, CA
Joined May 2020
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Hello gamers, I’m Elisabeth aka Riot Wonderdev and QA gremlin. Here’s some cool things I worked on to get where I am today:
1. Xbox Series X & S
2. Metroid Prime Remastered
3. Mario Golf: Super Rush
4. Splatoon 3
5. Destiny 2
6. Teamfight Tactics
Game on folks 👊
Elisabeth 🎮🎀 retweeted
woke up thinking about kda evelynn. still thinking about kda evelynn. will be thinking about kda evelynn later
Elisabeth 🎮🎀 retweeted
YEARS to define the vision, months to build it. K/DA led me to Fortiche, bringing them back with such an uncompromising music video is a dream come true ❤️
Elisabeth 🎮🎀 retweeted
Culmination of so much hard work from so many people. To be a small part of it and to see it slowly come to life has been the highlight of my career and I’m very grateful
🔥🔥🔥
Watch it burn.
“FIRESTARTER” Music Video is out now // riot.com/FIRESTARTER-MV
#KDA #FIRESTARTER #CALLINGALLBLADES
FIRESTARTER MV
Elisabeth 🎮🎀 retweeted
Out with the old.
K/DA - FIRESTARTER - OFFICIAL MUSIC VIDEO
Can you take the heat? K/DA takes center stage with their new single “FIRESTARTER.” Video created in partnership with Fortiche. Choreography by Sean Bankhead. FIRESTARTER EP OUT OCT 21
Elisabeth 🎮🎀 retweeted
I made a blog about "Good" Black haircuts in video games.
I will keep updating it and add new ones.
artstation.com/blogs/jeryced…
Hope it can help
Good thing I shower daily 🧼
Watch the Grand Theft Auto VI Launch Trailer, featuring the debut of “Flower in a Hurricane" from original score composers Justice feat. Tame Impala, SZA, and King Gizzard & The Lizard Wizard.
Grand Theft Auto VI arrives November 19: rockstargames.com/VI/ps5
Grand Theft Auto VI Launch Trailer
Nah I’m so sick of this narrative. Some people just absolutely suck and continue to make decisions that hurt you because it benefits them, that’s the reality kids need to understand. “Everyone is kind and misunderstood”, no some people are actually evil.
Elisabeth 🎮🎀 retweeted
Let's talk about transparency in my new role as the Global Head of TFT Esports. As I'm sure some of you have noticed, I'm aiming for a MUCH higher level of transparency than what people might expect from this type of role in esports or the corporate world more generally (examples in images).
I'm doing this because I think having open lines of communication is pivotal to making TFT esports as successful as it can be. I want to hear from you, and I want you to hear from me. Even if you don't agree with our decisions, I want you have context on why we're making them and the opportunity to engage directly with that rationale so we can continue to iterate and make the product something that engages and excites stakeholders (pros, streamers, fans, etc.) from around the world.
With that said, you are not entitled to my time/attention and the way you come at me will have a profound impact on whether/how I respond to you. Disagreeing with something we do is fine. I love to hear from people who disagree with me. But if your message feels like a flamethrower, if you're making bad faith arguments, if you're being an asshole, if you're being unreasonable, I'm just going to ignore/block you and move on with my life.
Ultimately, that means you get to decide if you want to play a role in building this esport we all love into something better. Food for thought.
WORLDS PLAY-INS STARTS TODAY!
On Saturday, if you’re around, there’s another Chi Cha San Chen Sawtelle event during and after the games!
There will be League of Legends giveaways, from in-game Hextech Chests & Keys to HEARTSTEEL, original True Damage, and original K/DA merch!
I’m skeptical on numerous aspects from theft to agents to intent but there is a lot of positives here too for modders, players, developers, and preservation.
We shall see 🧐
Today we're standing up XBOX LABS (labs.xbox.com). Here is the note that I sent to the team:
Team,
The first video games emerged some 75 years ago. In the time since, there have been booms and busts, but every year there are more great games to play, more devices to play them, and best of all, more people than ever playing. That growth helped make XBOX what it is today, and we've helped shape the industry in return, from bringing hard drives to consoles and online gaming through Xbox Live to Game Pass and cloud gaming, alongside franchises that have brought millions of people together.
In recent weeks, we've seen games rapidly decompiled and rebuilt to run on hardware they were never originally designed to support. Windows PC builds have been translated to run on Apple Silicon or ported to run inside a browser through WebAssembly and WebGPU, the latter now approaching 90% global browser support. Perhaps more surprisingly, we've seen many of the biggest games in the world have been remixed into the source code of another.
These experiments challenge long-held assumptions about our industry: the tether between software and hardware, the boundary between creation and play, and how people discover and experience games. While it is hard to predict the future of gaming, it is easy to see the possibilities in making great games easier to access, giving old games new life and allowing more players to become creators and co-creators. These are unmistakably good outcomes for players, even when (and sometimes because) they challenge our existing business models.
To explore these possibilities, I’ve asked Scott to stand-up XBOX LABS, a small group of game makers, engineers and scientists whose job is to turn emerging ideas into things our players and developers can experience. We'll build in the open, learn from what people do, and measure success by whether more people are playing and creating.
I think XBOX has an important role to play here. Coding became the first major workload for agents because they can write, run, and test software. Games share many of those same properties, and people spend more than 72 billion hours a year playing XBOX games, roughly five times the estimated time spent writing code worldwide. We've spent 25 years learning how to make great games, and I want our game makers to help shape what these new technologies make possible. As we learn, we’ll share the tools we build with developers across the industry, just as we always have.
Our priorities aren't changing. We remain committed to the 4Cs, to making great games, to our hardware and to being responsible stewards of IP and the communities built around it. LABS gives us a way to explore new technology that is game design led without abandoning the work already underway.
Asha








































