Bugs, what bugs? You mean Kha’Zix? Yeah, that’s working as intended.

Seriously though, we collect bugs in a few ways. We utilize the in-client report option (brings you to this nice form), our official boards’ Report a Bug topic, Reddit, various @’s on Twitter, and even a coworker pinging us saying we broke our shit… or, even worse, that we broke their shit.

From there, we track the issue in our database.



The ticket will tell us where something’s happening (Internal environments, PBE, live), what the issue itself is, and how we can reproduce the bug. It’ll also include some fancy video and pictures, just in case we aren’t sure what we’re looking at. This happens to me when I’m working on a skin for someone I don’t play, so pretty much anyone except Nami. ; )

Okay, so we’ve got bugs! Now what? We prioritize the bugs (fixing all major issues first, then moving down the line to minor and trivial issues) and assign them to our devs and they review the bug, spot what went wrong, fix the issue and check it in to the build for review. QA analysts, like myself, will then check that the fix they’ve made works, and close the ticket out. If the fix didn’t work, we bump it over to the dev again for a second look.

Some issues take five minutes to fix, maybe a VO line became unhooked, but some issues do require game designer support and can take an hour or two to fix (or more), depending on complexity!



Once something ships, all remaining open bugs (minor/trivial) will stay open in our backlog. We’ll pull from the backlog and fix legacy issues whenever possible. For my team specifically, we aim to fix several legacy bugs a patch.

Got a bug you want us to take a look at? Use the links above and tell us about it!