System and Design
System and Design
System and Design
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Executive Summary
This comprehensive report dives deep into the analysis of Valorant, a widely popular first-person shooter
game developed by Riot Games. The focus of the report is to provide a detailed understanding of the
business case, UML models, user interface, and feature recommendations for the game. The business case
section of the report explores the industry and company background. Riot Games' Valorant is highlighted
as a game that brings solutions to some long-standing problems in the gaming industry. Its growing
popularity underscores the vast opportunities that the game presents.
The UML models of Valorant provide a clear graphical representation of various processes in the game.
These models include an activity diagram for user login and gameplay, a use case diagram, an expanded
use case for purchasing gun skins, a class diagram, and a state machine diagram for the matchmaking
process.
The user interface (UI) discussion points out the game's effective design aspects and areas requiring
improvement. While certain elements of Valorant's UI are praised for their efficiency and user-friendliness,
there are also elements that present challenges to the players.
The report also provides several feature recommendations aimed at enhancing user experience and
engagement. These include the introduction of a replay function, an improved reporting system, and
collaborations for skin design. Each proposed feature can potentially add significant value to the gameplay
and overall user satisfaction.
Lastly, the report discusses the incorporation of new features with illustrative UML models, providing a
detailed roadmap of how these recommended features can be integrated into the game system. For
example, activity diagrams for the proposed replay feature and state machine diagrams for the reporting
system are included.
In summary, this report presents an in-depth study of Valorant from both business and user experience
perspectives, suggesting areas of improvement and potential new features to ensure continuous
engagement and growth.
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Business Case
The background of the industry
The transition and progression of digital gaming have been remarkably quick propelled by technological
advancements, shifts in user tastes, and the emergence of innovative business models. The turning point
of digital gaming was the 1990s when everyone had personal computers and the ‘revolution’ of 3D
graphics technology. As a result, games evolved to become more immersive and sophisticated, exemplified
by genres like real-time strategy and first-person shooter games (Sanjaya and Chandra 2023). One of the
most popular game types nowadays is multiplayer online games. These games operate on internet-based
server machines, known as game servers, instead of being hosted on individual peer computers linked via
modems. This setup allows players from various geographical locations to engage in gaming via broadband
network connections, utilizing either a personal computer or a game console (Zolfani et al. 2012). A big
category in today’s online gaming world is free-to-play games, often abbreviated as F2P. These F2P games
can be accessed and played at no cost, but players are incentivized to purchase virtual goods while
participating in the game. Adopted across a multitude of platforms, including gaming consoles, computers,
and mobile devices, the F2P model has permeated a wide array of game types, including massively
multiplayer online games, social network games, multiplayer shooter games, casual mobile games, and
even gambling-style games (Ahla et al. 2014). According to Clairfield International (2018), the F2P model
is experiencing a meteoric rise, generating substantial revenue for manufacturers, publishers, and
developers.
Figure 1. F2P PC games market revenue worldwide in billion dollars (Clairfield International 2018)
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The background of the company
The system that will be deconstructed in this report will be Valorant, a free-to-play first-person shooter
online game developed by Riot Games. In 2006, Brandon Beck and Marc Merrill, roommates at the
University of Southern California, established Riot Games. They raised $1.5 million in funding from
personal connections and investors to kickstart their venture. Shortly thereafter, the company's first office
was set up in a repurposed machine shop in Santa Monica, California (Richman 2022). Contrary to the
prevalent approach of other studios during that period, which seemingly transitioned swiftly from one
game release to another, Beck and Merrill envisioned a different approach for Riot Games. They aimed to
introduce free games that included numerous microtransactions, consequently developing a product that
the studio could consistently enhance and maintain over a prolonged period. Riot Games received a huge
investment after successfully acquiring 115 million monthly players and over 4 million viewers in the 2021
Leagues of Legends World Championship. Tencent, a Chinese giant tech corporation, marked its initial
investment in Riot Games in February 2011, contributing $400 million in exchange for a controlling stake
of 93% in the company. A few years later, Tencent procured the remaining shares of Riot Games for an
undisclosed amount and now the estimated worth of Riot Games surpasses a staggering $20 billion
(Richman 2022).
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professional players were caught cheating in major esports events, including "Forsaken." His team was
immediately disqualified, and he was banned from competition for five years after being caught hacking
at the EXETREMSLAND ZOWIE Asia Tournament 2018 (Fuentes and Mercês 2019). This scandal raised
concerns about the integrity of this legendary game. Undoubtedly, Riot Games had observed these issues
prior to releasing Valorant, as the company places high emphasis on listening to its players. The developers
are always quick to patch errors based on faults discovered by the gaming community, and new agents
and maps are continually introduced. Remarkably, Riot was even prepared to offer a $100,000 reward to
anyone who could find a security flaw in their anti-cheat system, Riot Vanguard (Webb 2020). A team
specialized in assessing anti-cheat software announced on Twitter that after testing over 1000 games, they
encountered no instances of hacking and were impressed with this anti-cheat system, despite its novelty
(Roy 2021).
Opportunities of Valorant
Games developed by Riot are free-to-play, and unlike many competitive shooters, they do not necessitate
high-performance systems or extensive storage space. The system requirements for Valorant are so
minimal that even cheap PC laptops can run it. This inclusivity enables individuals of varying financial
statuses and from all corners of the globe to participate, not just those who can afford the high-end gaming
rigs necessary for games like Call of Duty (Volk 2020). Riot has introduced several modifications to the
standard CS:GO formula, thereby increasing the game's market appeal. Aside from implementing
character selection, each with distinctive capabilities, Riot has mandated that the "show blood" setting be
deactivated for tournaments, an option absent in CS:GO. Another notable change is in the naming of the
teams. In CS:GO, teams are labeled as "terrorists" and "counter-terrorists," which can potentially deter
major corporate sponsorships for events. Additionally, Valorant's artistic style is intentionally less realistic
compared to CS:GO, where the graphical representation gives the impression of shooting actual human
beings, or at least something closely resembling that (Volk 2020). Furthermore, with the prevalent use of
personal devices like smartphones, tablets and PCs, Valorant has the potential to generate significant
profits for Riot. The global viewership of live-streamed games is estimated to reach 921.2 million by the
end of 2022 and surpass 1.4 billion by 2025. The projected viewership for Esports is expected to reach 532
million by the end of 2022 and climb to over 640.8 million by 2025 (Stringfield 2022). This provides an
opportunity for Valorant to amass more players and generate income. In addition to this, organizing annual
Valorant competitions on both a continental and global scale could also contribute to Riot Games' profits.
By the end of 2022, the esports industry was valued at approximately $1.8 billion (Chaloner 2020). Valorant
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has also determined its reputation in the gaming market, being recognized as the Best Esports Game at
The Game Awards 2022. This prize is awarded to the competitive video game that has offered the most
comprehensive experience to its players, including tournament play, active player communities, and
regular content updates (Karia 2022). Hence, Valorant has shown a strong performance and will need to
sustain and further enhance its development to receive additional rewards.
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UML Models for Valorant
Activity Diagram
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Figure 2 shows the Activity Diagram for user login and playing a game of Valorant, below are the detailed
explanations:
1. Open Game's Client: The process begins when the players open the game client. This is
the initial action that triggers the subsequent steps.
2. Fill in Account Details and Log in to the Game: The players fill in their account details and
log into the game. This step authenticates the players and allows them access to the
game's features.
3. Join a Queue and Find a Match: The players join a queue to find a match.
4. Search for Players with the same Rank or Elo: The system searches for other players with
the same rank or Elo (a rating system for calculating the relative skill levels of players) to
ensure a balanced and fair game.
5. Create a Match and Notify Players: Once enough players have been found, the system
creates a match and notifies the players.
6. Divide Players into 2 Teams: The system equally divides the players into two teams.
7. Select Agents: Players select their agents (characters with unique abilities) for the match.
This step allows players to strategize and choose agents that suit their playstyle or the
team's strategy.
8. Plant the Spike: The game begins, and one of the main objectives of the attacking side is
to plant the Spike (a bomb-like device).
9. Defuse the Spike: This activity occurs after the Spike has been planted. The defending
team has the objective of defusing it.
10. End Rounds: Rounds end when the attacking side successfully plants the Spike and it
detonates, or the opposing team defuses the Spike or eliminates the other team. The end
of a round triggers the start of a new round.
11. End Match: The match ends when one team wins a predetermined number of rounds.
This concludes the game, and players can join another queue to find a new match.
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Use Case Diagram
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Figure 3 illustrates the use case diagram of Valorant, below are detailed explanations:
1. Actors: The diagram includes several actors, including the User, Coach, and various Payment
Methods (third parties)
2. Use Cases: The use cases identified in the diagram are actions that the actors can perform
within the system. These include:
• Find a match: This use case allows the User to search for a match with other players. This
process usually involves the game’s matchmaking system. This use case could be initiated
after the user has logged in, joined a party, and is ready to start playing.
• Login: This is typically the first use case that a User interacts with. The User must
authenticate themselves to access their account and the game’s features.
• Join a party: This use case allows a User to join a party or group of players who intend to
play together in the game. This could be initiated by accepting an invitation from another
player (as per the "Invite other users to join a party" use case), by the User actively seeking
and joining a party, or by creating a party with only himself/herself.
• Invite other users to join a party: This use case allows the User to invite other players to
join their party for a game session.
• Kick other users out of the party: This use case allows the User to remove other players
from their party.
• Chat in-game with voice: This use case allows the User to communicate with other players
using voice chat during a game.
• Purchase guns' skins with VP: This use case allows the User to buy skins for their weapons
by using in-game money (also called VP – Valorant Points). This use case extends to various
payment methods, including Zalopay, Zing Card, ATM, Credit Cards and Phonecards to
recharge their VP.
• Spectate his/her team's screens: This use case is specific to the Coach actor, allowing
them to watch the screens of their team members during a game.
• Call for tactical timeout: This is another use case specific to the Coach actor, where they
can call for a timeout during a game for strategic discussions.
3. Relationships: The diagram uses "includes" and "extends" to show relationships between use
cases. "Includes" is used when a use case inherently involves the execution of another use
case. "Extends" is used when a use case conditionally adds steps to another use case.
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Expanded Use Case
Below is the Expanded Use Case for Purchasing Gun’s Skins in Valorant:
Actors User
Type Concrete
Importance Optional
Cross Reference Includes (log into the system), extends (select skins, make payment)
Users should be signed up and logged into their accounts, users should
Pre-conditions
have sufficient funds for the purchase
Users know how to navigate the in-game store and have a clear idea
Assumptions
about which skins they want to purchase
Exceptions:
• Line 2: If the user is not logged in, the system prompts the user to log in. If the user does not have
an account, the system prompts the user to create an account.
• Line 3: The system displays an error message if the user enters incorrect login credentials. The
process terminates here and resumes once the user fills in the correct credentials.
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• Line 6: If the in-game store is under maintenance or unavailable, the system displays a message
to inform the user.
• Line 10a:
o If the user selects a skin that is unavailable for purchase (e.g., limited edition skins that are no
longer available), the system displays a message indicating that the skin cannot be purchased.
o If there is a problem processing the payment (e.g., due to a network error or server issue), the
system displays an error message.
o If the user does not have enough Valorant Points to purchase the selected skins, the system
displays a message indicating insufficient Valorant Points and prompts the user to purchase
more Valorant Points.
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Class Diagram
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Figure 4 indicates the class diagram of Valorant, below are some explanations of the relationship between
those classes:
• Coach and Players: Coach is a sub-class of players; they can perform what players do but they are
able to spectate all members of his/her team in a game and perform a tactical pause.
• Players and Match: A player can play numerous matches in one gaming session (depending on
their preferences), and a match can include many players depending on the game mode. This is
an aggregated association because if one player decides to log out during the game, the match
still exists and when the player re-logins even if the match is over, they can still see the results of
the match that belongs to them.
• Player and Inventory: A player can only have one inventory, and an inventory belongs to that
player only. This is an aggregated association because the player’s inventory still exists if he/she
decides to log out.
• Player and Chat: A player can participate in many chats with other players, the ‘Chat’ serves all
the players in the game, not just one. This is a simple association because a chat message doesn't
necessarily belong to a player. A chat message is sent by a player, but once it's sent, it exists
independently in the chat system.
• Player and Store: A player can only access his/her assigned store while a store can display to many
players (e.g., many players have the same items in their stores that day). The relationship between
these classes is a simple association because the ‘In-game Store’ doesn't belong to a specific player
but is a shared resource that all players can access.
• Inventory and Agents (or Character): An inventory can contain one or more agents, and an agent
can belong to many inventories. This is an aggregation because the agent can exist regardless of
any individual inventory, but the player can only see what agent they have unlocked or purchased
in the inventory.
• Inventory and Player Card: An inventory can contain one or more player cards, and a player card
can belong to many inventories. The relationship between these classes is an association, the
player card can exist regardless of any individual inventory. If a player has not unlocked a certain
agent, they do not have that “part” in their collection of playable agents.
• Inventory and Spray: An inventory can contain many sprays and a spray can belong to many
inventories. This is an associate relationship, if a player decides to remove a spray from their active
inventory, the spray still exists and can be added back to the inventory later.
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• Inventory and Weapon: An inventory can contain many weapons and a weapon can belong to
many inventories. This is an associate relationship, if the inventory is destroyed, the weapon can
continue to exist independently.
• Skin and Store: One in-game store can display many skins and a skin can be shown on many in-
game stores. The relationship between these two classes is an association because skins exist
independently of the in-game store. The store is just one way players can access and purchase
skins, but the skins are not a part of the store. Even if the store were to be removed or changed,
the skins would still exist within the game.
• Weapon and Skin: A weapon can have many skins, and a skin can be attached to many weapons.
This is an associate relationship because a weapon can exist in the game (i.e., it's defined in the
game's code and can be used by players) even if it's not currently in any player's inventory. If a
player's inventory was cleared or deleted, the weapons would still exist in the game.
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State Machine Diagram
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Figure 5 indicates the state machine diagram of Valorant when players find and play a match, below are
the detailed explanations:
1. Login: This is the initial state when a player opens the game's client. The system prompts for the
player's credentials and authenticates the user. If the credentials are correct, the system loads the
dashboard and transitions to the ‘User Dashboard’ state. If the credentials are incorrect, the
system remains in the ‘Login’ state.
2. User Dashboard: In this state, the system loads the user profile and game options, allowing users
to navigate options (e.g., view their profile and check stats). If the user decides to find a match,
the system transitions to the ‘Matchmaking’ state. If the user decides to log out, the system
transitions to the ‘Logout’ state.
3. Matchmaking: Here, the system starts matchmaking and tries to find a match. If a match is found
(all players are in a lobby and have the same rank or elo, and the user successfully picks an agent),
the system transitions to the ‘Ingame’ state within the ‘Game Session’ composite state. If a match
isn't found, the system remains in the ‘Matchmaking’ state.
4. Game Session: This composite state includes the ‘Ingame’ and ‘Endgame’ states. If the power is
cut during the ‘Ingame’ state, the system logs out but allows the user to return to the match if the
match hasn't ended.
5. Ingame: The system loads the game map, player characters, and other game elements, allowing
players to move, shoot, use abilities, and communicate with teammates. The system transitions
to the ‘Endgame’ state if one team wins. If a hacker is found in the match, the system terminates
the match and notifies users.
6. Endgame: The system calculates match results and player performance stats and displays these
results and stats. Upon user confirmation, the system transitions back to the ‘User Dashboard’
state.
7. Power off: The ‘Power Off’ state represents a situation where the player's system loses power, or
the player's connection to the game server is lost. This is not a typical state in the game flow, but
rather an exceptional situation that can occur anytime. In the context of this state machine
diagram, ‘Power Off’ is treated as a kind of ‘history state’. This means that if power is lost (or the
player disconnects) and then restored (or the player reconnects), the game attempts to return the
player to the game they were in before if the match has not ended. If the match ended, then the
players only see the dashboard.
8. Logout: This is the final state where the user session ends.
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User Interface (UI) Discussion
The good
Valorant's User Interface (UI) design exhibits several commendable aspects that contribute to a positive
user experience. One of the most noticeable features is the consistent and intuitive layout across different
screens. This consistency, particularly evident in the top bar's placement, reduces cognitive load and
enhances usability by allowing users to predict where to find information or controls (as Figure 9 and
Figure 10). According to Wang (2018), The structure of visual layouts holds an essential position in the
process of visual communication, acting as a common medium for transmitting graphic information. While
the majority of viewers merely skim these designs, creators can still evoke a range of distinct visual
experiences in them by crafting layouts from the viewpoint of the audience's visual psychology.
The game's UI also makes effective use of white space to create a clean and uncluttered interface. This is
particularly evident in the game's main dashboard and in-game store (as per Figure 11), the ample white
space around text and icons enhances readability and allows the user's eye to focus on the important
elements without distraction. Moreover, the use of white space in Valorant's UI design helps to group
related elements together while separating unrelated ones. This is a fundamental principle of Gestalt
psychology applied in design, known as the law of proximity (Geremek et al. 2013). For instance, in the in-
game store, items in the same category are grouped with adequate white space around them, making it
easier for players to perceive them as a unified whole. ‘White space’ refers to an empty area on a screen
that offers a pause for the viewer's eye. This includes the gaps found between columns, around different
elements, or along the screen's edges. The term ‘white space’ does not necessarily imply the color white;
rather, it denotes an unmarked area that serves as a visual respite before the eye transitions to the
subsequent content. This concept of a visual breather might seem theoretical, but it is crucial in generating
enjoyable and comfortable designs. An inherent quality of white space is its ability to make screens appear
more approachable (Schlatter and Levinson 2013)
The UI design effectively uses size, color, and placement to establish a clear visual hierarchy. This helps
users understand the most critical elements and guides them through the intended user flow. For instance,
in the inventory screen (as per Figure 9), the featured items are prominently displayed in categorical order,
drawing the user's attention and the different weapon skins are represented visually in the store, allowing
users to quickly understand what they are purchasing (as per Figure 11). Schlatter and Levinson (2013)
stated that visual hierarchy refers to the discernment and comprehension of an object's comparative
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significance. Within the context of application design, these objects take the form of elements displayed
on a screen. Following consistency, a visual hierarchy emerges as the most substantial element
contributing to efficient application interfaces. Hierarchy helps users understand the actions to take, the
methods for doing so, and the resulting expectations.
The game employs a sans-serif typeface, which is known for its readability and clean lines, contributing to
the modern and sleek design of the UI (Lupton 2004). This is particularly evident in the main dashboard
(as per Figure 8), where the menu options such as 'Career', 'Battlepass', and 'Collection' are clearly legible,
enhancing the user's navigation experience. Lupton (2004) also discusses the use of size and weight
variations to establish a visual hierarchy which is a principle effectively applied in Valorant's UI. For
instance, in the in-game store (as per Figure 11), the 'Featured' label and the countdown timer are in a
larger and bolder typeface, drawing the user's attention to the limited-time offers.
Another strength of Valorant's UI is its responsiveness and provision of real-time updates, a crucial feature
in a dynamic game environment. The chat box is always placed in the low left corner of the screen and
never fails to give users the information that they need (as per Figure 12). The principle of simplicity is also
well incorporated into the design, with each screen focusing on a single primary function or feature. This
focus, as seen in the matchmaking screen (as per Figure 12) dedicated solely to finding a match and
minimizes distractions and potential confusion. In conclusion, Valorant's UI design significantly contributes
to user engagement and satisfaction with its consistency, clear visual hierarchy, effective use of visuals,
excellent typography, responsiveness, and simplicity.
The bad
While Valorant's User Interface (UI) has many strengths, there are also areas where it could be improved.
A primary concern pertains to readability. The game's UI uses small fonts and thin lines, making text and
icons difficult to read in the chat box (as per Figure 12), particularly in the intensity of the gameplay. This
is also particularly true in the in-game UI, where vital information such as player health, abilities, and
ammunition are displayed at the bottom of the screen. The use of small fonts and thin lines can make this
crucial information difficult to see quickly, potentially impacting gameplay (as per Figure 13). The use of
small fonts and thin lines can make this crucial information difficult to see quickly, potentially impacting
gameplay or some players with visual impairments may find it challenging to experience this game.
Another dimension that could benefit from enhancement is customization. Valorant's UI currently offers
limited customization options, restricting players from modifying the size or position of UI elements to
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align with their preferences. This lack of customization can lead to player dissatisfaction, particularly for
those with specific UI arrangement preferences. For instance, some players might prefer to display their
health and abilities in a different screen area or want certain elements to be larger or smaller. Or they want
to make the chat box bigger to see. Introducing customization capabilities could enrich the player
experience by enabling players to personalize their UI in a manner that best suits their needs.
The last aspect that Valorant should fix is the animation of the red indicator when the player is taking
damage from the enemies. According to Stahlke and Mirza-Babaei (2022), a notable side effect of receiving
damage in the game is a temporary reduction in your character's speed. The slowdown effect is significant
enough to be immediately noticeable; however, the feedback for taking damage while stationary is not
visible enough. A subtle red indicator near the screen's center indicates the direction of incoming fire, but
its visibility is diminished due to a fade-in effect and often poor contrast with the game's surroundings.
There is a grunt from the player's character after a substantial hit, but there is a lack of audio feedback for
other instances of damage. The only other way to ascertain damage is by checking the health status on
the HUD, which is represented solely by a number and subtly changes text color when critically low. This
design aspect can lead to situations where a player's character can sustain significant damage, or even
perish, without the player realizing it. This issue is particularly challenging for novice players who are used
to games with more conspicuous damage indicators (Stahlke and Mirza-Babaei 2022).
In summary, while Valorant's UI demonstrates several strengths, there are areas that could be improved.
Enhancing readability, visibility and offering more customization options could significantly improve the
player experience. Such improvements could make the game more accessible and enjoyable for a broader
player demographic.
To enhance the overall player experience and engagement in Valorant, there are several potential
improvements and additions that could be made to the game's system. These recommendations focus on
enhancing the game's functionality, improving player support systems, and expanding the game's
aesthetic appeal as well as its revenue.
• Replay Function: Valorant could greatly benefit from the addition of a replay function after the
match. This feature, already present in games like CS:GO and League of Legends, allows players to
revisit, edit, and save replays of their matches (Koh 2023). It's a valuable tool for players who want
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to review their gameplay, dissect their strategies, or share exciting moments with friends and
teammates. The replay function could serve as a powerful learning tool, enabling players to reflect
on their actions, pinpoint mistakes, and improve their gameplay (Koh 2023). Moreover, it would
eliminate the need for utilizing external software to capture gameplay footage for VoD (Video on
Demand) review, for serious players, these video recording applications can impair game
performance by reducing the game FPS (Frame Per Second) and potentially place them at a
disadvantage (Yagn 2023). According to Das (2023), for an optimal gameplay experience, Valorant
necessitates that players maintain a high FPS (frames per second). Greater FPS leads to a game
that feels more fluid and reactive, whereas a lower FPS can degrade the gameplay quality due to
latency. Consequently, players within the community are consistently seeking innovative methods
to enhance their FPS.
• Improved the Report System: Another potential area for improvement in Valorant is its reporting
system. There have been numerous instances where players have reported hackers and toxic
players, but the reports seem to go unaddressed. The high volume of daily player reports is one
reason why Valorant's response to these reports may seem slow. In 2021, Riot revealed that they
were receiving a monthly average of approximately 240 million reports. The yearly accumulation
of these reports totaled a staggering 3 billion. Consequently, Riot developed an automated system
to manage this vast influx, the system works exceptionally well for behaviors such as being AFK
(Away From Keyboard) and explicit cheating. However, actions including trolling, intentional
feeding, and irregular behaviors significantly challenge this automated system (Hassan 2022). To
rectify this, Valorant could enhance its reporting system by allowing players to submit replays
highlighting suspicious or toxic behavior. This would provide tangible evidence to support players'
claims and could help the game's moderators take more decisive action.
• Collaborations for Skin Design: Valorant could also explore collaborations with renowned fashion
brands or music artists to design new weapon skins (also called bundles). Such partnerships could
bring a fresh and unique aesthetic to the game, attracting new players and keeping existing ones
engaged. For example, Valorant's collaboration with DJ Zedd in 2021 for the Spectrum (as per
Figure 14) skin was a hit within the community because an exclusive Electronic Dance Music (EDM)
composition, crafted by DJ Zedd, is played whenever the final enemy is defeated. Furthermore, he
played a significant role in the creation and personalization of the sound design for the skins. This
includes everything from the melody generated by the melee skin to the effect associated with
the kill banner (Yahoo 2021). Additionally, the collaboration between Louis Vuitton (LV) and
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League of Legends (LoL) represents a notable instance of synergistic integration between the high-
fashion industry and the gaming world. This unique partnership has yielded benefits for the game,
particularly in enhancing its aesthetic appeal and status. The introduction of exclusive in-game
items and character skins designed by LV has injected a sense of luxury and exclusivity into the
gaming environment (as per Figure 15). The collaboration also includes a one-of-a-kind trophy
case for the Summoner's Cup (as per Figure 16), awarded at the LoL World Championship.
Designed and handcrafted by LV in their iconic workshop in Asnières, France, this bespoke trunk
represents the ultimate blend of traditional craft and contemporary digital design. The case,
adorned with the iconic LV monogram, was a revolutionary introduction to eSports (Nash 2019).
The blend of these two diverse worlds has added a new layer of enjoyment and satisfaction for
the game's vast community of players, simultaneously driving the expansion of the game's appeal
to a broader audience.
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New features Incorporation
Activity Diagram for the Replay Feature
Figure 6. Activity Diagram of the Replay Function in and after a Valorant match
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Figure 6 illustrates the activity diagram of the Replay Function in and after a Valorant match, the process
is similar to the first activity diagram which is a diagram of login and play a game of Valorant (as per Figure
2) except for some activities that marked with red border, and it starts with players joining a queue and
finding a match. Below are some detailed explanations:
• Start recording the match: After the Match is created, the system will start recording the match
from agent selection activity of the players.
• Prompts players to save a replay or not: After the match ends, the system will prompt players to
save a replay of that match or not.
• Decide to save the replay or not: If the players decide to save the replay, the system will save that
replay in the players’ local files (or the computer’s files). If the players decide not to save the
replay, the system will automatically delete the replay from the server.
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State Machine Diagram for the Report feature (with match replay)
Figure 7. State Machine Diagram for the Report feature (with match replay)
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Figure 7 illustrates the report feature using a replay attached to the match that players suspect a cheater
or disrespect behaviors of others. All the states are similar to the first state machine diagram (as per Figure
5), However, they are one more ‘Report players’ state where players can report others during a game
session or after the match has ended. The system will open a report interface with the attached replay of
that game and ask players to fill out the form (e.g., cheater’s player-name, the time frame of the suspicious
or toxic behaviors). After the players fill out the form, the system will close the report interface.
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Appendix
Screenshots and additional figures
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Figure 9. Valorant's UI Screenshot - Inventory
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Figure 11. Valorant's UI Screenshot - In-game store
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Figure 13. Valorant's UI Screenshot – In match
Figure 14. Spectrum - the collaborated bundle between Valorant and producer Zedd (Skudder 2021)
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Figure 15. League of Legends's character costume designed by LV (Nash 2019)
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Figure 16. League of Legends' Trophy Trunk designed by LV
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The proposal
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One last thing
Dear whoever is reading this,
Valorant, in my perspective, unequivocally stands as one of the most exceptional First-Person Shooter (FPS)
games I have ever had the pleasure of playing. Its unique blend of strategic depth and fast-paced action
has not only captivated my interest but also ignited a passion that drove me to undertake this
comprehensive report. Despite the game's relatively recent introduction to the market in 2020, which has
resulted in a limited availability of academic resources, I have tried my best to provide an insightful and
thorough analysis. The process of researching and writing this report has been a rewarding journey that
mirrors my deep-seated enthusiasm for this remarkable game. I would like to extend my profound
gratitude to all readers who have invested their time in engaging with this report. Your interest is greatly
appreciated, and I hope that this analysis proves to be both informative and thought-provoking.
Sincerely,
Minh Vu.
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