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Improvements since the last Summer Showdown

The biggest leap since Summer Showdown 2. Production upgrades planned for a cancelled Winter Warfare tournament were always slated for Summer Showdown, we brought them to Spring Skirmish first so viewers get whats next, now.

From Winter Warfare to Spring Skirmish

Winter Warfare never ran, but the overlay and observer work we’d lined up for it stayed on the roadmap for our flagship Summer Showdown broadcast. Shipping it on Spring Skirmish gave us real tournament load before the summer. Below are all the new features we shipped for Spring Skirmish.

Updated teamfight view

Teamfight overlay: ten champion panels in one row with keystone runes, live damage totals, health segments, portraits, and focus targets.
All ten champions in one strip: live fight damage and health, without cluttering the main game camera.

Fights are easier to read at a glance. Each champion gets a dedicated tile with rolling damage numbers, health segments and a portrait

Live stat sidebar

Vertical sidebar mock listing ten players with blue or red team bars and ranked numeric values.
Side rail sorted by the stat we’re highlighting, blue vs red bars make team identity obvious while the order shows who’s ahead.

A dedicated side panel carries gold, XP, damage, and CS in one scannable column. Rows are colour-coded by side and ordered by ranking.

Skin spotlight

Skin spotlight graphic with champion splash art, tournament logo, and text Player 5 Rell Default.
Player, role, champion, and skin called out on splash art

At game start, we highlight which skin each player queued on. as well as their role. cycling through each player sequentially.

Objective damage highlights

Damage dealt to Baron graphic comparing Blue Team 7.9k vs Red Team 5.7k with a split bar and 58% vs 42% shares.
Baron contested: raw damage per side, split bar, and percentage share at a glance.

Major objective takes get a dedicated beat, damage to Baron with blue vs red totals, a live updating proportional bar, and percentage split so it’s obvious who committed more HP and cooldowns to the pit. Same idea scales to other objectives.

Jungle smite highlights

Smite reaction card showing champion Sion, reaction time 451ms, badges Slow and Missed, player name JUNGLER25.
Reaction time in milliseconds plus outcome tags

we surface Smite reaction time on key contests with outcome labels (for example slow vs on-time, secured vs missed).

Gold efficiency vs damage

Gold efficiency board: damage dealt divided by gold spent per player with green yellow and red efficiency rows for each champion.
Damage per gold spent, colour tiers flag who’s converting income into impact.

Raw damage can lie if someone’s swimming in gold. This board shows damage dealt against gold banked per player with a simple ratio colour coded styling high efficiency means they’re punching above their wallet; red rows mean gold went somewhere that didn’t show up on the scoreboard.

Twitch polls & live voting

Twitch poll asking which team wins the next teamfight with four options, percentages, and total votes 2915.
In-stream poll with live results.

Twitch polls run on broadcast with live voting predictions like who takes the next teamfight, with percentages updating as votes land.

And more to come

We’re still working on more features to come to Summer Showdown, as well as refinements to all of these features such as better styling and less skuff so to speak. look out for another blog post soon.