I worked at Riot Games from March 2010 to Febuary 2013, my primary focus during my time there was improving the graphical quality of the environments both directly and through creating tools and supporting the environment artists. Script examples from my time at Riot can be found here.
I was given the freedom to help enhance League of Legends in any fashion I saw fit. With Halloween on the horizon I coordinated with a concept artist, designer, animator, and comunity team member to create a League of Legends holiday, the Harrowing. I worked on reskinning the map to a Harrowing new theme, adding coffins, pumpkins, a night theme along with easter eggs. The map was well recived by the community and voted back in as an alternate map in the spring.
While working with the designer on the Harrowing map the idea for a new map was at the forefront. The initial idea of a magma chamber had us all hot and bothered and we started working on creating a new map. I worked with the designer iterating on the gameplay space layout, coordinating with him to help reduce iteration time. During this time our first artist dedicated to the environment creation joined our team and we begand working on making the art pipline more friendly. My focus switched from authoring content to creating scripts to help resolve workflow issues.
During playtests of Magma Chamber it was discovered that the direction we had picked for the map was not more fun than the core gamplay of League of Legends, so we refocused the team on creating Dominion.