Game Designer on Teamfight Tactics. Kobuko one-trick.

Joined August 2021
An update from Geoff. We know there's a lot of work to do, but now there's a place to watch what we're working on, what we've gone, and what we've got planned.
We’ve got work to do. Geoff shares some more detail around where we missed with TFT’s engine migration and what we’re prioritizing in the road ahead. Follow the Fix at followthefix.teamfighttactic…
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Ranked queues are now back up!
Our 18.4B Patch is live on PC with fixes for multiple game performance impacting bugs and targeted balance adjustments to units, Wisps, and Augments. We still plan on deploying a few more fixes this week to get the same update to mobile, along with additional fixes for both platforms. Patch notes here: teamfighttactics.leagueofleg…
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Sloan retweeted
We’re disabling ranked while we clean up the current issues. For some context on what happened... 18.4 was the first patch since Set 18 launched where we shipped from the latest shared version of the game (what we call main) whereas for the first few patches of the set we were creating each patch from the one before it, so 18.2 was built from 18.1. While that live line of release was happening everything after 18.4 (patches, Set 19, modes etc) were being built in main. That meant devs had to work twice as hard and ensure they were making the same fixes in multiple versions, which was a messy process and made it harder to keep everything in sync. This sucks and we should have told you ahead of time that this patch had a higher chance of being unstable. Not communicating this risk is on us and this patch experience is on us. This was a big hump to get over for our release process and we should have shared what was going on. Patches going forward will be deployed from main again like it was for years. This should ensure we get back to the consistent patch-to-patch experience you expect and we need to deliver.
We’ve temporarily disabled Ranked queues across all platforms as we address critical bugs and rollbacks associated with Patch 18.4. Expect another update as soon as possible.
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And this one! Internships applications are live!
Summer 2027 U.S. Software Engineering Internships are live. 🖥️ Our internships are paid roles where you’ll work on real Riot projects remotely. Not a software engineer? More internship roles for 2027 are coming soon. Apply here: riot.com/INTERNSHIPS
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The Partner Program grows! I'm reposting for visibility -- I won't have answers on specifics, but the main account might!
TFT Creators, ready to team up? Applications for the TFT Partner Program are open through 10AM PT Oct 30. If you’re passionate about TFT and love making the community a great place to be, apply now through the Riot Games Creator Hub. Partners can get: 🧰 Creator resources 🤝 Dedicated support 🎁 In-game content and rewards 🎟️ Giveaway opportunities ✨ And more! creators.riotgames.com/
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I believe General Competitor and General Admission sales also start tomorrow at 6am PST! Hope to see some of you there!
🎟️ All Competitor Presales for the #TFTVegasOpen are LIVE NOW! Reminder: No presale email or code needed. You just need to: ✅ Create your TIXR account using the same email associated with your Riot Games account ✅ Purchase your tickets directly here: riot.com/TVOCompetitorSale
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I haven't figured out my Set 18 comfort comps yet, but every time I hear a Kobuko voiceline it makes my bot 4 a little bit happier.
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Come work with us! A great opportunity if you're new to the industry.
The TFT design team is looking for game and UX designers who are new to the industry! We hired amazing designers last year from tech and academia, who brought their love of TFT to our team. Check out the listings! riotgames.com/en/work-with-u…
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Sloan retweeted
Hi! I don’t tweet often, but I lead global Influencer for TFT and work closely with our creator community, including on Convergence Fest. Since notices just went out, I wanted to share some transparency into how we evaluate creator applications & opportunities 🧵
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A bunch of updates from Geoff on the upcoming fixes and improvements we have planned!
We know players have been experiencing a number of challenges along with our new set launch, so ahead of our next dev update, we're here with a quick check-in from Geoff on bug progress and prioritization, what to expect from our next patches, acknowledging the need for more transparency on our Cosmetics conversion roadmap, and more.
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Hey folks- we know there are a host of issues with our launch of Enchanted Wilds. We’ve got a lot of work ahead of us to meet your and our own expectations. We have our team working on it, but it’s going to take us a bit to get there. We currently have a B-patch being tested internally right now with fixes to about ~24 bugs; here are a few of the bigger high priority ones: - Correct device spec & default graphic settings mismatch: right now some lower-end devices are trying to run TFT on the highest settings by default rather than the one that offers the best mix of performance & fidelity (make sure you check your settings as well to ensure they make sense for your device). - Clean up memory leaks: we’ve got a few VFX that are causing memory leaks resulting in hindered performance across mobile and PC - Responsiveness issues: fixing some bugs that are slowing down scouting/itemization - Fixed a Gnar interaction that could prevent combat from ending - Fixed an issue with overlapping music - Fixed an issue with incorrect placements at end of game - Improved start-up loading times - Finishers now abide by global volume/sfx settings The current ETA for our B-patch is tomorrow afternoon and we also have a mobile patch fix that will go out as soon as it’s approved by mobile stores. Unfortunately this isn’t a solve for everything y’all have reported, but it is the first meaningful step to shift us in the right direction (with many more to go) and were going to follow up with more micropatches and fixes ahead of our next full patch in 18.2 as we want to get these out to you all as quickly as possible.
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A quick check-in from Geoff & Peter just before Enchanted Wilds goes live covering: - Squashed bugs 🪲 - Visual/VFX upgrades 👁️ - Cosmetics gradual rollout 👕 - Download Details 💾 - MacOS progress 🍎 - Community Events 📦📦
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Perfection.
I think I have peaked. BEHOLD GIGA DANGO #artofTFT
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Don't mind me. Just signal-boosting one of Kent's most important, informational posts of all time.
Replying to @TheTruexy
Thanks for asking, Tim! I don't really want to get into the reasons but mine is Lillia
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Sloan retweeted
PSA about items disappearing on PBE. We're working on a fix for next week, but the issue mostly occurs when equipping items during Arrival phase (those 5s before combat starts). Definitely a nasty bug, but hopefully this helps you avoid running into it until we find the fix.
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Sloan retweeted
Here are today's PBE Patch Notes. It's our first pass on balance, and we're keeping it conservative as we get more data. We're primarily hitting the high-cost comps that excel at quickly taking down your backline and then seeing how that opens up the meta for other strategies. This is just the first wave of minor bugfixes as we take our time to test/solve the larger bugs. Those fixes are expected later this week or early next week. As always, keep the feedback coming and thanks for playing!
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yo- As most of you probably know TFT is going to PBE for Set 18, Enchanted Wilds in our new Unreal Engine build today. Since it’s gonna feel different and a bit crazier than a normal PBE cycle I wanted to jump in before it all opens up to set some expectations. The core gameplay loop of Set 18 is all there and we’re excited for yall to get your hands on it to start cooking up comps, playing with wisps, and telling us what works and what doesn’t. But I wanna be clear that there will also be a ton of weird and pretty janky bugs/interactions that we will need to iron out over the next month such as: •Button responsiveness: spam-clicking XP and reroll won't feel smooth and seamless yet. •UI delays: trait icons or augment panels/tooltips might take a split second to load information the first time. •Rubberbanding: units might visually jump back for a moment before moving into position. •Audio/Art: some audio hiccups that play too often or lingering VFX particles that don’t clear up after fights. and with TFT's endless combinations, there’s a ton more that we know about but also a ton that you all will help us discover in the coming days and weeks. All of that is why we’re on PBE for a full month instead of the usual two weeks. This isn't a typical cycle for balance and normal bug bashing. We’re gonna need time to knock out the stuff I mentioned above (and more) and also test a lot of under the hood stuff. A good example of that will be quite obvious when we turn on our Ranked queue on PBE (which I'm pretty sure we have never done) to make sure all of our ranked/matchmaking systems are ready for live launch. We expect things to break and your bug reports are what will get us to the most successful launch day possible in a month. Quick details for today: •Launch timing: Expect PBE to open later in the day (likely late afternoon PT) as it’s a massive deployment with all the new engine assets. There will probably be delays. Just expect it. •Downtime: Expect more instability and intermittent downtime throughout the month as we push necessary fixes, fix crashes etc.  •Bug reporting: As you run into issues plz drop them into the r/competitiveTFT Reddit PBE megathread or the bug channels in the TFT discord. Please include the full screenshot if you have them (don’t crop and instead show all the players/full screen of game etc) or even better if you have video to include. The more information the easier it is to track down. Thanks a ton for bearing with us through the initial days. They are gonna be messy, but helping us break things now is super valuable so we can get it crisp for live. This is a big and tbh kinda scary first step but we’re excited to have you gamers be part of this with us
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PBE Tomorrow! I'll likely do my usual game lobbies on the TFT Discord at various points in the week, so I may see some of you there!
Everything you need to know about Patch 17.8 with @TheTruexy
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I've been having a lot of fun with the high-speed train antics of @Denshattack recently. A bit Sayonara Wild Hearts, a bit Tony Hawk's Pro Skater, and just full of energy and a bit of PS2-era nostalgia for me. The team behind it clearly loved the idea, and it shows.
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