Sitting here in my new Dublin flat, the rain tapping against the window feels different from Reykjavik's harsher bite. Two years ago, that Facebook post shook the spaceship dust off my life. Announcing I was leaving CCP Games, the studio behind the vast, complex universe of EVE Online, felt like ejecting from my pod into the unknown void. Five incredible years! Waking up genuinely excited to work on a game I loved, surrounded by people who bled spaceship warfare – that’s rare magic. CCP gave me that. Yet, the pull towards something new, towards the frenetic energy of League of Legends and its roaring competitive scene, was undeniable. Leaving Iceland, that starkly beautiful island that had become home, for the vibrant chaos of Ireland... it wasn't just a job change, it felt like stepping onto a different planet entirely. Packing up years of memories – late-night balancing sessions for sovereignty warfare mechanics, the shared exhaustion and triumph after massive player battles like B-R5RB – was bittersweet. 
Honestly? The decision wasn't made lightly. EVE is... special. It’s not just a game; it’s a living, breathing society forged in the cold fire of space, driven by player ambition and betrayal. Designing systems that could handle that scale, that depth of emergent storytelling, was the ultimate challenge. Every spreadsheet, every tweak to resource distribution or jump drive mechanics, sent ripples across thousands of star systems, affecting millions of players. The weight of that responsibility was immense, exhilarating, sometimes terrifying. You build the framework, but the players write the epic. I poured my heart into those stars.
But whispers of Riot's ambitions, their relentless focus on refining the competitive DNA of League, resonated deep. Watching Worlds tournaments, the sheer global spectacle, the precision play – it sparked that old design itch in a new way. MOBAs operate on a razor's edge. Seconds matter. Individual skill shines within tightly defined team strategies. Balancing a roster of over 160 unique champions, ensuring fairness while preserving wild creativity? It’s a puzzle that never stops evolving. The idea of tackling that complexity, of contributing to an ecosystem where high-stakes competition thrives on a global stage, became magnetic. It felt like trading the vast, slow-burning epic of space for the intense, lightning-fast drama of the arena.
Transitioning was surreal. From the deliberate, long-term strategizing of EVE's meta to League's frantic, split-second decision cycles. From designing systems meant to play out over months or years, to tweaking mechanics where a single patch can redefine the entire competitive landscape overnight. The cultures reflect this too. CCP, nestled in Iceland's rugged isolation, fostered a certain contemplative intensity. Riot, buzzing in Ireland, feels like perpetual game day energy – focused, passionate, constantly iterating. Learning the intricate dance of Summoner's Rift, understanding the delicate balance between jungle pathing efficiency and mid-lane wave management, has been both humbling and incredibly stimulating. My background in large-scale systems design actually translates in surprising ways, especially when thinking about the overall health of the competitive ecosystem and long-term champion viability.
Looking back now, in 2025, the path feels right. Do I miss New Eden? Absolutely. The scale, the player-driven narratives, the unique friendships forged in corp chats during long deployments – irreplaceable. I meant every word when I said I'd happily do my time at CCP all over again. It shaped me. But here? The challenge is different, potent. Seeing a strategy we meticulously crafted in design meetings play out perfectly on the Worlds stage, witnessing a new champion concept I helped refine become a fan favorite... that’s a unique thrill. It’s not better, just brilliantly other. It’s the rush of the teamfight after the long haul through deep space. Both universes demand excellence, just in their own spectacular languages.
Your Questions Answered (FAQ)
-
Q: Kristoffer, why really leave EVE after loving it so much? Was it just the competitive scene pull?
A: (Sighs) It was multifaceted. The competitive energy of LoL was a huge draw, yes. But honestly, after five intense, amazing years on EVE, I craved a new design mountain to climb. Working on one game forever, even one you adore, can become... comfortable? I needed the discomfort of the unknown, the fresh problems to solve. Riot offered that.
-
Q: What exactly is your role at Riot? Lead Designer? Systems Guru?
A: (Chuckles) Titles are flexible here! My focus is primarily on systems design impacting high-level play and long-term competitive health. Think champion balance frameworks, objective tuning (hello, Baron!), and systems that support evolving pro metas. I leverage my EVE experience in large-scale balancing but apply it to LoL's faster cycle.
-
Q: How was the transition from Iceland to Ireland? Culture shock beyond just work?
A: Oh, massively! Reykjavik is quiet, introspective, stunningly beautiful in a stark way. Dublin is... louder, faster, wetter (so much rain!), and incredibly welcoming in its chaos. Work-wise, the pace difference was jarring initially – EVE's changes are glacial; LoL's are weekly sprints. But the energy is infectious!
-
Q: Biggest difference in design philosophy between CCP and Riot?
A: CCP often designs for player-driven emergence – create the sandbox, let the stories happen. Riot designs for curated competitive intensity – shape the arena to maximize skill expression and thrilling moments within strict rules. Both valid, both challenging!
-
Q: Any message for the EVE players you left behind?
A: Fly safe, capsuleers. New Eden is in great hands. I watch from afar, sometimes with a nostalgic tear, always with immense pride. You continue to make it the unparalleled universe it is. o7