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How Riot Games Explored Magma for Collaborative Art Workflows

Jun 14th, 2025

·

3min read


Collaboration as a Creative Accelerator

At Riot Games, collaboration was more than a workflow — it was a mindset. Dan Norton, a creative leader at the studio during that time, saw firsthand how deep collaboration helped break down silos, accelerate problem-solving, and foster healthier team dynamics:

“The moment people feel like they’re solving a shared problem, things start clicking. Ownership kicks in. Toxicity drops. Teams move faster and with more purpose.”

He understood that the right tools don’t just support collaboration — they unlock it.

Magma as a Creative Sandbox

As the team explored new tools to enhance collaboration, Magma quickly stood out as a flexible, intuitive space for brainstorming, sketching, and team feedback. Whether jamming on logo concepts, reviewing level designs, or capturing notes live, Magma provided an approachable, creative hub:

“We’d all jump into a blank canvas and just start playing. It felt like a shared studio in the cloud — fun, fast, and deeply collaborative.”

This kind of “shared sketchpad” dynamic helped spark creativity in ways that traditional review tools couldn’t replicate.

Visual Feedback That Actually Works

In a fast-paced studio environment, clarity is everything. Magma’s ability to offer direct, on-canvas feedback helped Riot’s team bypass the limitations of static tools:

“It was super helpful to just circle a detail and say, ‘Have a look at this hand,’ or ‘These eyes feel off.’ Everyone could immediately see what needed attention.”

These real-time review moments helped teams align quickly, giving both artists and producers confidence in the creative direction.

Lessons in Collaborative Creation

Dan emphasized the emotional and structural dynamics that shape successful collaboration. While Magma’s intuitive interface made it easy to jump in, the most effective sessions happened when teams clearly defined their roles:

“Art is personal. You’ve got to create a space where people feel safe contributing — and have a plan so everyone knows how they’re contributing.”

Magma made it easier to work side-by-side — but also showed that creative tools thrive when paired with intentional team structure.

Looking Ahead: A Tool for the Whole Pipeline

From concept to review, Dan and his team saw in Magma a glimpse of how creative workflows could evolve: tools that serve not just the artist, but the entire multidisciplinary team — including producers, reviewers, and directors.

“If you want people in the room to solve a problem, the solution needs to be in the tool.”

Whether sketching ideas live, giving precise feedback, or aligning across disciplines, Magma opened up new possibilities for real-time, art-centered collaboration.

Final Takeaway

Riot Games’ experience with Magma highlights a growing need in the industry: creative tools that lower friction, increase clarity, and foster ownership across teams. For Dan and his team, Magma offered a powerful foundation — one that made it easier to brainstorm, align, and co-create together.


Collaboration as a Creative Accelerator

At Riot Games, collaboration was more than a workflow — it was a mindset. Dan Norton, a creative leader at the studio during that time, saw firsthand how deep collaboration helped break down silos, accelerate problem-solving, and foster healthier team dynamics:

“The moment people feel like they’re solving a shared problem, things start clicking. Ownership kicks in. Toxicity drops. Teams move faster and with more purpose.”

He understood that the right tools don’t just support collaboration — they unlock it.

Magma as a Creative Sandbox

As the team explored new tools to enhance collaboration, Magma quickly stood out as a flexible, intuitive space for brainstorming, sketching, and team feedback. Whether jamming on logo concepts, reviewing level designs, or capturing notes live, Magma provided an approachable, creative hub:

“We’d all jump into a blank canvas and just start playing. It felt like a shared studio in the cloud — fun, fast, and deeply collaborative.”

This kind of “shared sketchpad” dynamic helped spark creativity in ways that traditional review tools couldn’t replicate.

Visual Feedback That Actually Works

In a fast-paced studio environment, clarity is everything. Magma’s ability to offer direct, on-canvas feedback helped Riot’s team bypass the limitations of static tools:

“It was super helpful to just circle a detail and say, ‘Have a look at this hand,’ or ‘These eyes feel off.’ Everyone could immediately see what needed attention.”

These real-time review moments helped teams align quickly, giving both artists and producers confidence in the creative direction.

Lessons in Collaborative Creation

Dan emphasized the emotional and structural dynamics that shape successful collaboration. While Magma’s intuitive interface made it easy to jump in, the most effective sessions happened when teams clearly defined their roles:

“Art is personal. You’ve got to create a space where people feel safe contributing — and have a plan so everyone knows how they’re contributing.”

Magma made it easier to work side-by-side — but also showed that creative tools thrive when paired with intentional team structure.

Looking Ahead: A Tool for the Whole Pipeline

From concept to review, Dan and his team saw in Magma a glimpse of how creative workflows could evolve: tools that serve not just the artist, but the entire multidisciplinary team — including producers, reviewers, and directors.

“If you want people in the room to solve a problem, the solution needs to be in the tool.”

Whether sketching ideas live, giving precise feedback, or aligning across disciplines, Magma opened up new possibilities for real-time, art-centered collaboration.

Final Takeaway

Riot Games’ experience with Magma highlights a growing need in the industry: creative tools that lower friction, increase clarity, and foster ownership across teams. For Dan and his team, Magma offered a powerful foundation — one that made it easier to brainstorm, align, and co-create together.


Collaboration as a Creative Accelerator

At Riot Games, collaboration was more than a workflow — it was a mindset. Dan Norton, a creative leader at the studio during that time, saw firsthand how deep collaboration helped break down silos, accelerate problem-solving, and foster healthier team dynamics:

“The moment people feel like they’re solving a shared problem, things start clicking. Ownership kicks in. Toxicity drops. Teams move faster and with more purpose.”

He understood that the right tools don’t just support collaboration — they unlock it.

Magma as a Creative Sandbox

As the team explored new tools to enhance collaboration, Magma quickly stood out as a flexible, intuitive space for brainstorming, sketching, and team feedback. Whether jamming on logo concepts, reviewing level designs, or capturing notes live, Magma provided an approachable, creative hub:

“We’d all jump into a blank canvas and just start playing. It felt like a shared studio in the cloud — fun, fast, and deeply collaborative.”

This kind of “shared sketchpad” dynamic helped spark creativity in ways that traditional review tools couldn’t replicate.

Visual Feedback That Actually Works

In a fast-paced studio environment, clarity is everything. Magma’s ability to offer direct, on-canvas feedback helped Riot’s team bypass the limitations of static tools:

“It was super helpful to just circle a detail and say, ‘Have a look at this hand,’ or ‘These eyes feel off.’ Everyone could immediately see what needed attention.”

These real-time review moments helped teams align quickly, giving both artists and producers confidence in the creative direction.

Lessons in Collaborative Creation

Dan emphasized the emotional and structural dynamics that shape successful collaboration. While Magma’s intuitive interface made it easy to jump in, the most effective sessions happened when teams clearly defined their roles:

“Art is personal. You’ve got to create a space where people feel safe contributing — and have a plan so everyone knows how they’re contributing.”

Magma made it easier to work side-by-side — but also showed that creative tools thrive when paired with intentional team structure.

Looking Ahead: A Tool for the Whole Pipeline

From concept to review, Dan and his team saw in Magma a glimpse of how creative workflows could evolve: tools that serve not just the artist, but the entire multidisciplinary team — including producers, reviewers, and directors.

“If you want people in the room to solve a problem, the solution needs to be in the tool.”

Whether sketching ideas live, giving precise feedback, or aligning across disciplines, Magma opened up new possibilities for real-time, art-centered collaboration.

Final Takeaway

Riot Games’ experience with Magma highlights a growing need in the industry: creative tools that lower friction, increase clarity, and foster ownership across teams. For Dan and his team, Magma offered a powerful foundation — one that made it easier to brainstorm, align, and co-create together.

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