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Riot Games’ Move to AWS: What Happened to Its Last Data Centers?

AWS reported in November 2023 that Riot planned to close its remaining owned data centers in Brazil and Türkiye by early 2024. The shift moves facilities management to AWS, not game servers out of physical buildings.
Length7 min Posted Quest giverVGSources Team
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Riot Games’ data-center transition is real, but it is not a new 2026 announcement. AWS reported on November 27, 2023, that Riot planned to close its remaining owned or operated data centers in Brazil and Türkiye, with the broader decommissioning effort expected to finish in early 2024. AWS’s account describes a plan and target; a separate Riot announcement confirming the final closures is not established here. The change concerns who provides the physical facilities—not the disappearance of servers running League of Legends, VALORANT, and Riot’s other services.

What does “closing its last data centers” mean?

Riot was moving away from running its own physical data-center footprint and toward infrastructure hosted on AWS. The distinction matters: AWS facilities still contain physical servers, storage, networking equipment, and power and cooling systems. Riot’s workloads run on that infrastructure, while Riot continues to build and operate its games, services, and platform software.

  • Riot-owned or operated data centers: Facilities Riot managed as part of its own infrastructure footprint. AWS said Riot had closed 14 by November 2023, leaving Brazil and Türkiye as the final sites in the planned decommissioning.
  • AWS Regions and Local Zones: AWS-operated facilities where customers can run cloud workloads. A Local Zone places selected AWS services closer to a metropolitan area than a distant standard Region.
  • Riot’s network: Riot Direct and dedicated connections such as AWS Direct Connect are network components, not data centers. The supplied sources do not establish the complete routing design for every game or location.
  • Remote Broadcast Centers: AWS-powered esports production facilities are for broadcast operations, not the game-server data centers discussed in the closure plan.

AWS’s account of the plan is at AWS’s November 2023 report on Riot’s migration.

How Riot’s migration unfolded

Date Milestone
2016 AWS’s Riot case study says Riot had migrated to AWS; the case study also describes later modernization work on Amazon EKS. See AWS’s Riot Games case study.
2017 AWS says Riot decided to decommission its physical data centers and move toward AWS cloud infrastructure.
June 2019 AWS says Riot began its cloud-based game-development approach with Teamfight Tactics.
2020 VALORANT launched with a mixed deployment: AWS reported that 14 of its 18 initial global deployments were on AWS and four remained in Riot data centers.
November 2023 AWS said 14 Riot data centers had closed, with Brazil and Türkiye remaining, and reported that Riot planned to finish the broader effort in early 2024.

The early-2024 date was a planned completion timeline in AWS’s November 2023 account, not a separately surfaced Riot confirmation that the closures were completed on schedule.

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Why move game infrastructure to AWS?

Adjust capacity more flexibly

With a fixed hardware fleet, a studio must forecast demand and procure capacity ahead of time. AWS says Riot wanted to scale infrastructure more quickly as player demand changed, rather than rely solely on long-range hardware planning. Elastic capacity can help with launches and temporary demand spikes, but it still requires careful configuration and cost controls.

Reach more locations without building facilities

Using AWS Regions and Local Zones gives Riot options for placing workloads in or near more metropolitan areas without constructing and equipping a data center in each one. AWS describes Riot’s placement approach as using a standard Region where suitable, a Local Zone when closer placement is needed, and in some cases AWS Outposts where neither option fits.

Reduce facilities and hardware work

Moving workloads to AWS shifts much of the physical-facility burden—such as power, cooling, equipment replacement, and site operations—to the cloud provider. It does not remove infrastructure work: Riot still needs teams to design, deploy, secure, monitor, and operate its services.

Automate infrastructure delivery

Riot’s transition was not simply a matter of renting machines. AWS says the company standardized much of its game infrastructure with Amazon EKS, AWS’s managed Kubernetes service. EKS provides a managed Kubernetes control plane and orchestration layer; it is not itself the game server and does not replace Riot’s application software or all of its platform operations.

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How Riot approached the latency problem

Riot initially favored physical infrastructure because latency and packet loss can affect competitive fairness. For a fast multiplayer game such as VALORANT, the relevant test was whether cloud-hosted workloads could provide acceptable network performance and consistent game-server behavior—not merely whether a virtual machine could start.

AWS’s account says Riot evaluated UDP latency, packet loss, scaling, regional reach, and recovery from failures. Teamfight Tactics was an early proof point, followed by VALORANT’s larger deployment. AWS reports that Riot now runs latency-sensitive game servers across 17 AWS Local Zones. In supported metropolitan areas, AWS says the service can deliver under 35 ms for VALORANT players and under 70 ms for League of Legends players. These are AWS case-study figures for supported locations, not a promise about every player’s end-to-end ping. Details appear in AWS’s Local Zones case study.

A nearby server can reduce one part of a connection’s journey, but a player’s actual result also depends on home Wi-Fi or wired networking, ISP routing and peering, congestion, and the selected game server. Riot’s Istanbul Local Zone is one example of regional placement; AWS describes its availability in its announcement of the Istanbul Local Zone.

What AWS says Riot gained

AWS’s case study attributes the following results to Riot’s infrastructure modernization. They are vendor-published customer-success claims, not independently audited figures or guarantees for another studio:

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AWS-reported measure Reported result How to read it
Annual infrastructure savings $10 million AWS’s customer-specific estimate; the published case study does not establish Riot’s full infrastructure bill or an independently audited saving.
Infrastructure setup 90% faster AWS’s reported comparison for setup in Riot’s modernized environment.
Game-infrastructure deployment 12× faster AWS’s reported deployment-speed improvement, not a claim about game downloads or updates for players.
Scale cited More than 180 million monthly active users The scale AWS says Riot’s infrastructure supports; it is not a current independently verified player count.
Infrastructure standardization Roughly 80% AWS says this share of Riot’s infrastructure had been standardized into a centrally managed environment; it also reports a 40% reduction in developer infrastructure work and onboarding and deployment in under 30 minutes.

These figures describe different measures and should not be collapsed into a single claim that “AWS made the games faster.” Setup and deployment speed refer to infrastructure workflows; they do not establish better matchmaking, faster client downloads, or lower ping for every player.

What players may notice—and what the move cannot guarantee

Players may benefit indirectly if Riot can provision capacity faster, place servers closer to additional populations, or recover a service more quickly after certain hardware failures. AWS’s 2023 account relayed a Riot example in which hardware failures that had caused outages of about 90 minutes could, in an AWS/RDS-based setup, lead to outages closer to 30 seconds. That is a reported example, not a recovery-time guarantee for every Riot service or incident.

Cloud migration does not guarantee that every match has low ping, that outages disappear, or that every ISP’s route improves. It also does not automatically improve matchmaking, eliminate packet loss, speed up game-client downloads, prevent all DDoS attacks, or protect against every AWS or regional failure. Individual results depend on the game service, player location, network path, and Riot’s software and operations.

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Trade-offs and failure cases

Dependence on one major provider

AWS-heavy infrastructure can expose a company to regional or service-specific outages, capacity constraints, pricing changes, and the cost and complexity of moving workloads elsewhere. Deeper use of provider-specific services can make migration harder and reduce bargaining leverage. The available sources do not establish Riot’s AWS contract terms, total cloud bill, or a formal multicloud strategy.

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Cloud costs still need active management

Elasticity can make it easier to match capacity to demand, but it does not inherently make infrastructure cheaper. Utilization, reservations, traffic patterns, storage, data transfer, and engineering choices all affect cost. Riot’s AWS-reported savings should not be treated as a forecast for a different organization.

Regional failure does not imply automatic failover

AWS infrastructure can fail at a Region, Local Zone, or individual service level. Whether a workload can move elsewhere depends on its design, available capacity, data replication, dependencies, and Riot’s recovery procedures. A Local Zone can shorten a network path but may not offer the same redundancy options as a full Region.

Not every service is equally portable

Stateless game-server processes are generally easier to replace or scale than services that depend on persistent state. Databases, identity, matchmaking, observability, and networking can have their own dependencies and recovery requirements. Autoscaling also needs limits and monitoring: poorly controlled scaling or abusive traffic can increase costs without guaranteeing availability.

Data location is not a complete privacy policy

Placing a game server in a Local Zone is not the same as establishing where every player account record, payment detail, log, analytics dataset, or cache is stored. AWS says the Istanbul Local Zone can help with local storage and regulatory needs, but the sources do not establish Riot’s complete data-residency policy.

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Why not keep owned sites, colocate, or use multiple clouds?

Those approaches are legitimate infrastructure choices, but the sources do not say Riot adopted them as alternatives to its AWS-centered strategy. Their trade-offs help explain what the migration represents:

  • Keep owning data centers: Retains direct control of facilities and hardware, but requires capital investment, staffing, capacity planning, and equipment lifecycle work, and can slow geographic expansion.
  • Use colocation: Renting rack space and power reduces the burden of owning a whole facility, while leaving hardware procurement, installation, maintenance, and capacity planning with the customer.
  • Use multiple cloud providers: Could diversify provider dependence, but duplicates engineering and operations work and may complicate networking, tooling, and workload portability.
  • Keep a hybrid fleet: Can reserve specific workloads for owned hardware while using cloud capacity for flexibility. Riot’s VALORANT launch period was itself mixed, with AWS deployments alongside Riot data centers.

Riot’s reported choice favored AWS’s global footprint, standardized deployment, and reduced facilities ownership. It also makes cloud-cost governance and management of provider dependence important parts of operating the platform.

Don’t confuse Riot Games with Riot Platforms

Riot Games is the video-game company behind League of Legends and VALORANT. Riot Platforms is a separate company associated with bitcoin mining and data centers. Its facilities and business announcements are unrelated to Riot Games’ AWS migration; see Riot Platforms’ announcement for the separate company’s data-center activity.

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