Riot Games
Riot Games asked us to design and build a platform that would improve player engagement across League of Legends and VALORANT. It grew into For The Win, a tournament platform used by millions of players worldwide.
A Phase Approach
It started with a leaderboard platform we designed for Riot. From there it grew through a challenge platform for influencers, new designs including one based on Arcane, and user-generated content, and all of it came together as For The Win.
Self-serve challenges
Creating challenges started with us. We’ve developed the system over time to make it more powerful, and Riot’s team can now create and run its own challenges, for a single region or for players around the world.
Millions of players
Global challenges have players taking part in the millions, and the largest so far had more than 2.6 million. That takes a huge amount of support and performance management, which is a big part of the work we do.
We won the work through a competitive quote, and we designed and developed the platform in phases. Each phase added to the last, from the first leaderboards through to the full For The Win platform.
Riot games' For The Win works as a tournament platform. Riot runs challenges for its players, either in particular parts of the world or as global challenges, and players compete against each other on leaderboards. Approved Riot creators take part too, and players can follow how their favourites are getting on. The platform is deeply integrated with Riot’s internal infrastructure, so players and creators are rewarded depending on where they finish.




Riot came to us looking for a way to improve player engagement across its games, and in particular League of Legends and VALORANT.
The first challenges were aimed at a small group of influencers, so Riot could test whether they made the games more engaging and increased the time people spent playing.
From there the platform needed to take on new kinds of challenge and much bigger audiences, and to let Riot’s own team create challenges themselves.


For The Win has substantially increased playtime. It runs worldwide in a number of different languages, and global challenges have players taking part in the millions.
The largest challenge so far, VALORANT’s Alpha vs. Omega Conflict, had more than 2.6 million players. Riot’s team now creates its own challenges on the platform, and we continue to provide the support and performance management that numbers like that need.






