League of Legends: Battle of Baron
League of Legends: Battle of Baron
Client: Riot Games
Production Partner: BBH Singapore
Platform: YouTube Live / Live Streaming
Role: Sole Audio Lead / Interactive Music System Designer
What this was
Battle of Baron was a live Wild Rift launch event where players fought Baron Nashor together on YouTube Live by voting in chat. The audio had to feel like a real Baron encounter: reactive, high-stakes, and fully aligned to Riot IP tone, pacing, and escalation.
What I owned
Led the full audio workstream end-to-end across Audio, Design, Product, Engineering, Production, and external stakeholders
Designed the interactive music system for the battle, mapping audio behaviour to the live encounter structure and player-driven state changes.
Built the music selection logic that assessed which of the supplied 100+ Riot-approved music tracks best matched each battle phase based on player interaction, combat intensity, and narrative fit.
Looped and stemmed all music assets so the battle could flex dynamically around timing, player outcome, and phase progression.
Owned all audio QA, validating both music and sound behaviour across the live interactive flow.
Built the entire audio scope, asset plan, and implementation approach inside a five-week production window, balancing quality, responsiveness, and delivery risk under live launch pressure.
How the music system worked
Translated Riot’s encounter structure, player-vote mechanics, and Baron phase escalation into an implementation-ready music brief, state map, and track-selection framework
Built a 3D music systems map that assigned key, BPM, intensity, and narrative fit to each Baron phase. I then evaluated 100+ Riot-approved tracks against that matrix so music could shift with player action, combat intensity, and phase progression.
Restructured supplied approved tracks through selection, looping, stemming and rearrangement to function as an interactive music system. The system was designed to extend, transition, or resolve dynamically as the live battle evolved.
Why it mattered
Worked directly with Riot stakeholders and internal audio reviewers to align the experience to Riot IP tone, approved music use, and final audio quality standards. The result made the event feel responsive rather than pre-scored. Music and sound tracked the audience’s decisions in real time, reinforced the epic escalation of the fight, and kept the experience rooted in the League universe at live-event scale.