Sep 20 2013 - 5:20 pm

How Project Atlas could kill the console and change gaming forever

When Ankur Pansari explains his startup video game company’s mission, many people shake their heads, roll their eyes, or dismiss the ideas outright
Patrick Howell O'Neill
Dot Esports

When Ankur Pansari explains his startup video game company’s mission, many people shake their heads, roll their eyes, or dismiss the ideas outright. It’s a nice dream and Silicon Valley can be awfully nice to dreamers but, when Pansari’s company is discussed around the Internet, the word “impossible” often appears.

Pansari is the co-founder and CEO of Artillery Games. On the eve of the release of the latest generation of game consoles—the Xbox One and PlayStation 4—the 11-man team at Artillery is hoping to replace the console entirely. They believe that high quality, blockbuster video games can and should be available for play for free in a Web browser on your computer, TV, phone or tablet.

Artillery’s proof-of-concept is Project Atlas, a hardcore, competitive, free-to-play real-time strategy game in the vein of StarCraft 2 and League of Legends. They talk hopefully about one day having 10 million users playing fully 3D games using HTML5 on Google Chrome or Mozilla Firefox instead of running out to buy $400 consoles or downloading games to their PC.

HTML5 is the newest, most powerful version of the Web’s core programming language. It's behind some of the most advanced websites you've ever seen—works of art like Arcade Fire's and Universeries—and is quickly challenging Adobe's Flash as the platform of choice for Web game designers. Most powerful of all, it works instantly on billions of devices.

But despite that utility, it’s easy to understand why the public is skeptical. There have been HTML5 startups before that have come and gone. Even Pansari’s old boss, Facebook CEO Mark Zuckerberg, said his company’s biggest mistake was “betting on HTML5.”

But from the day Artillery was founded in late 2011, the company was already on working on acquiring a secret weapon: Sean Plott, an immensely popular StarCraft 2 commentator known online as Day[9]. He would provide hardcore gaming expertise, credibility in the gaming community, and outright smarts.

Plott has been widely coveted by game designers, so it’s no surprise that Pansari was after him. Plott says he gets approached with a lot of big ideas but, all too often, they’re only ideas.

When Pansari sat Plott down and explained what he wanted to make, Plott sighed and put his hands on Pansari’s shoulder.


Pansari started up his laptop, tethered it to his smartphone for Internet access, and quickly loaded up a demo of a graphically intensive, high quality game running smoothly on his Web browser.

“Want to make a game?”

The answer? “Yes.”


It wasn’t just that easy. Plott owns his own personal burgeoning media empire,, with an overall audience in the millions. There’s even a forum dedicated to him on Reddit, boasting 7,300 subscribers, which was created because there were so many posts about him in the main StarCraft forum that they overwhelmed everything else.

“I was mentally on board with the concept,” Plott said about Artillery Games’s proposal.

But is a fully in-motion company. I couldn’t suddenly drop it, drop my shows and do this game. I had lots of concerns about that.”But I voiced them and Artillery was totally on board. We produced a work-flow to minimize my stress, do work on plus work on Project Atlas. It’s a really wonderful position.”

The marriage between Plott and Artillery was inspired by some other very successful games. In 2007, Riot, the developers behind League of Legends, hired Steve Mescon, known as Pendragon, a major community figure from the DotA 1 days. Looking further back, Pansari said that Valve’s decision to hire the original development team behind Team Fortress in 1999 inspired him to seek out Plott.

Plott’s fame comes from his talent as analytic commentator, not a game developer. But he’s actually got some serious game-making chops. He received his graduate degree from the University of Southern California’s Interactive Media and Games Division working on—you guessed it—games. He’s been involved in educational research games for high school students and has created several small indie titles for festivals.

“It’s so fun to put your work in front of playtesters to look for bugs,” he said, “and then to see someone have actual, real fun. It’s an amazing mix of problem solving and creativity.”

Pansari and Plott got to know each other over StarCraft. Plott created the After Hours Gaming League which was an eSports twist on old corporate softball teams. Big Silicon Valley firms like Facebook, Google, and Microsoft (the first season’s champions) put up teams of employees to play StarCraft and League of Legends against each other. Pansari joined the Facebook team and then helped to advise the league.

The two talked on and off for some time before Pansari made the memorable pitch to Plott and got him on board. Artillery had already received $2.5 million in venture capital funding and was building out a talented team, luring employees from heavyweight tech firms like Google, Facebook, Adobe, Intel, and Zynga.

The team. Photo via Artillery Games

“One of the biggest things that attracted me — other than that these guys are all brilliant — is that they’re gamers, too,” Plott said.  “That was amazing for me. I knew Ankur because he played StarCraft for Facebook.

“The fact that I go into work and it’s my people, it’s my tribe is so great.”

Plott was sold. Now, he and Artillery have to convince the rest of the world.


The journey toward Project Atlas began seven years ago. Pansari and co-founder Ian Langworth played StarCraft all the time. One Friday night, they were stuck without StarCraft because they’d left the game’s CDs at their office. They spent their days in the Facebook offices building new technology and applications for browsers, so why not have hardcore games work in a browser as well?

Of course, most games don’t have old fashioned CDs these days. You can go onto Steam or to buy, download, and redownload any game you need. But that takes time, memory and often money. If Pansari and company have their way, the monstrously successful Steam model will soon be old fashioned.

On Thursday, the campaign to convince the rest of the world of their dream began in earnest when Artillery released a tech demo of Project Atlas.

This is the first time anyone in the public has seen the work. Artillery wants to give the world a peek at what advancing technologies like WebGL, WebSocket and modern JavaScript can produce in the browser. So far, the Internet is impressed, even if still pretty skeptical. The video’s already racked up nearly 40,000 views and a mountain of excited comments (“Holy fucking shit this looks amazing!”).

“We want to show people that it’s not impossible to create AAA games in HTML5,” Pansari said. Instead, “people have been using [HTML5] the wrong way.”

The Artillery Platform, built from scratch, is impressive even though the art has yet to be finalized. The graphics are clearly solid, the multiplayer capabilities look smooth, and the load time looks near instantaneous with a single click — and all that without any plugins or extra fuss.

But don’t just get caught up in how pretty it looks. The developer tools, which don’t make an appearance until the video is halfway done, look particularly powerful. These allow new units, abilities, and ideas to be built and implemented with incredible speed. That’s exactly how Artillery wants to run Atlas—new units, abilities, and ideas will be added all the time, a first for a major competitive real time strategy game. For all of us wondering about the actual game that Artillery will produce, the developer tools provide a telling peek into the future.

“We’re not limited by the technology anymore,” Pansari said.

Plott elaborated:

I haven’t felt any restrictions with Project Atlas. I’ve worked with other game engines like Unity. It’s typical to have conversations like, ‘We can’t have that many sprites, we can’t render that model.’ For me, this is total carte blanche with Project Atlas. Any experiment I’ve thought of running, we’re able to build and implement.”

The experiments in gameplay and technology have been coming fast and furious—a rate of 10 per week, because the developer tools allow them to try anything.

“The software development kit shows up in browser. So, we have a million potential approaches,” Plott said, “and we can iterate really quickly.”

The experiments are complemented by biweekly playtests. Private beta testing is scheduled to begin in winter 2013 with a select group of players. But even when the game is out of beta, the plan is to keep it changing all the time.

In fact, that’s how Artillery plans to make money.

The development tools will allow the regular creation and release of new units, abilities and other additions that can be purchased in microtransactions, thus helping to make the game profitable and long lasting.

“Microtransactions” has become four-letter word in a large part of the gaming world. These in-game purchases are a great way for developers to milk more and more revenue out of their titles, but occasionally at significant cost to the gameplay experience. Only a few titles have done microtransactions well—League of Legends, Dota 2, Counter-Strike: Global Offensive and Team Fortress 2. Beyond that, the list of good competitive games with microtransactions is awfully shallow.

Iif Artillery is depending entirely on them, will that dilute the overall experience by making gamers pay for every small feature?

Not according to Plott. “The game should be incredibly fun to play even if you don’t put in a dime,” he said. “We don’t want to begin thinking of microtransactions first. We want to make a fun game first and then think of a way microtransactions can live in that.”

Plott says he greatly admires the way Riot implemented microtransactions in the design of League of Legends. In fact, he insists, starting with a small number of units lowers the barrier of entry. That makes the game easier to understand and gets players hooked more quickly. Players can then pay or grind for more.

The lower barrier of entry underscores the greater goal of Project Atlas. Artillery says they want to make the world a better place through games. They want to make something that is, above all, fun.

If that sounds obvious—we are talking about games after all—maybe you haven’t played an ultra-competitive game like StarCraft 2. The game dominates the real-time strategy genre, but there are also a considerable number of players who simply can’t adapt to its highly competitive nature. Many players who attempt to make it up the games competitive rungs report shaking hands, sweaty palms and a sense of feeling overwhelmed. There have been thousands of words writtenincluding a scholarly article dedicated to “getting over ladder anxiety.”

Project Atlas will employ a number of different strategies to fight anxiety and promote fun. First, they’re emphasizing team play because “regardless of the game, you can feel good, like you contributed and get a good social experience.”

On the one-on-one side, Atlas is stressing comeback opportunities as a means to promote fun.

“In fighting games, you can have a fourth of your health versus an opponent with full health,” Plott said. “But if you hit the full combo, you can come back and kill him. One-quarter health doesn’t mean you play worse, it just means you’re closer to a loss. You can definitely still win.”

I asked Plott and Pansari what other innovations they want to bring to the RTS genre. Pansari said they’ll be unveiled on another day.

Plott chimed in:

“We’re not going to go from three races to four races and call it innovation,” he said, taking a little jab at Blizzard’s Warcraft series. “Project Atlas is unlike any major [real-time strategy game] you’ve ever played.”

“When most people approach real time strategy games, they wonder about sweet races, awesome units, great abilities. We spent months perfecting pathfinding, optimizing the way units move. How do you code the correct amount of stupidity into a unit so they have the right weight and feel? The same way a basketball with air feels just right to dribble.”


By bringing Plott on board and calling their game a “hardcore, competitive RTS”, Artillery has invited the scrutiny of an army of gamers, all wondering if Project Atlas is aiming to become the next great eSport—video games played competitively for cash and fame.

Project Atlas would face some stiff competition. Right now, the biggest eSport in the world is League of Legends, with 12 million people playing it every day. The annual League of Legends World Championship Series finals attracted 8.2 million unique viewers last year and there’s no reason to think this year’s event won’t top all previous efforts.

StarCraft 2, Dota 2, Street Fighter 4 and a few other competitive games round out the current eSports landscape. It’s a highly competitive market.

StarCraft 2 in a browser, Ankur Pansari’s dream.

“Becoming an eSport is something we can’t determine,” Pansari said, explaining that the community of gamers is the ultimate arbiter of what does or does not become an eSport. “If we’re lucky, it becomes an eSport and something we follow for decades. We hope it gets iconic status but we can’t make that happen.”

If the community wants it, Artillery will build it. LAN, or local networking capabilities, won’t be built into the game on launch but Pansari says they can be built if needed for competition. Competitive ladders, tournaments, clan capabilities and other features catering to eSports can all be made if there is a demand from the players.

If the platform works as well as Artillery hopes, it could change the way blockbuster games are made and played. A viable browser platform could change eSports in a big way.

Most fans are a little less ambitious. They just hope it’s a good game.

Screengrab via Artillery Games/YouTube

Today - 2:30 am

2017 EU LCS Preseason Rankings

The LCS is back tomorrow. We ranked every EU team heading into week one.
Xing Li
Dot Esports
Photo via Riot Games

In a word, Season 6 in the European League Championship Series was unpredictable.

The best team all year, G2 Esports, looked lost when they left the continent. A team that looked like they were headed for relegation (Splyce), made it all the way to Worlds. And the third EU seed at Worlds, H2K Gaming, won their Worlds group.

All three of those teams brought their key players back for another run in Season 7. Now that the offseason is over, we looked at all the EU LCS rosters in order to rank the teams before the Spring Split. Ranking teams at the start of the year is extremely difficult because of roster changes and the evolving meta. But if the unpredictability of 2016 returns and we’re proven wrong, that will mean a lot of exciting upsets for EU fans.

Starting off the list is the team that has dominated for two consecutive splits and is looking to establish a dynasty.

1) G2

We’re not sure who was more disappointed last year: Fans of EU teams chasing G2, or G2’s own fans watching them fail at international events. Both groups of fans are looking for vindication this year as G2 kept the entirety of Europe’s most talented roster.

G2 shouldn’t face much difficulty in their region. None of the players is a major weakness, and none of the other top contenders made game-breaking moves. Top laner Ki “Expect” Dae-han can play a bigger part in carrying after serving a more utility role last year. And mid laner Luka “Perkz” Perkovic can be more consistent, especially in clutch situations. There were games Fnatic wins and he was strangely absent.

But Europe was never the problem for these guys—2017 is about showing up against other regions.

Best Case: Perkz develops into a true star and the team makes things interesting in the semifinals of an international tournament

Worst Case: The team stagnates and stumbles into Worlds without noticeable improvement. Everyone takes a vacation—again

2) H2K

H2K also chose to bring back their core players: Top laner Andrei “Odoamne” Pascu and jungler Marcin “Jankos” Jankowski. Fabian "Febiven" Diepstraten developed into a star carry on Fnatic and should do well in lieu of Yoo "Ryu" Sang-ook. The team will be fine on the top half of the map, even against G2.

The bot lane is the problem. H2K dismissed controversial AD carry Konstantinos "FORG1VEN" Tzortziou again. But jettisoning support Oskar "VandeR" Bogdan was a head scratcher. The new duo of Shin "Nuclear" Jung-hyun and Choi "Chei" Sun-ho may provide better team play compared to FORG1VEN’s farm-focused lane. H2K needs to hope that improvement comes fast enough.

Best Case: H2K plays a more adaptable game, wins Europe, and recreates their 2016 Worlds luck

Worst Case: The team struggles to integrate their Korean members, and with better teams around them, fails to make it to Worlds

3) Splyce

Splyce chose to return the same starting five that they used to ascend the EU table last season. They already know how to play with one another and what their win conditions are. They are fantastic in the late game and can really run opponents around the map with split pushing.

The key to 2017 will be getting to their win conditions more consistently. They adapted to the standard lanes meta, but never really thrived, and teams at Worlds exposed their weak laning phase. As we highlighted in our player preview, we think the burden needs to be on Trashy to be a more involved, aggressive jungler. If he can get close to G2 jungler Kim "Trick" Gang-yun’s level, this team could push G2 for the EU title.

Best Case: They win more than one game off G2 in the EU finals and win more than one game at Worlds

Worst Case: They can’t get out of the regional qualifier in a more crowded EU field

4) Vitality

Vitality made some of the biggest moves in the offseason, highlighted by landing ADC Pierre “Steelback” Medjaldi and pairing him with Ha "Hachani" Seung-chan, formerly of KT Rolster. If those two can jell quickly and push without getting caught, the duo lane could rival G2’s for the title of Europe’s best.

But they still need a team around them, and Vitality still have to show that they can consistently make the correct team calls. Things never clicked last year as a roster with good players like Lucas “Cabochard” Simon-Mesle and Erlend “Nukeduck” Våtevik Holm fell to 7th in the Summer Split.

Best Case: Steelback is rejuvenated and Cabochard carries the roster to the EU semifinals

Worst Case: The team can never figure out their win conditions and Steelback has flashbacks of the last couple years

5) Fnatic

Fnatic, Europe’s most storied franchise, stumbled a bit in 2016. Despite hanging on to Febiven and AD carry Martin “Rekkles” Larson, the team was unable to replace stars Heo “Huni” Seung-hoon and Kim “Reignover” Yeu-jin. Team communication and coordination suffered with the new Korean players they brought in.

In 2017, Fnatic will try to enable better communication with an all-EU starting roster. They’ll need it, since none of these players look capable of hard carrying. New mid laner Rasmus “Caps” Winther will be the target of particular scrutiny—he was never the focus for his previous team, Turkey’s Dark Passage. He would often lose lane with little priority, but was more useful in team fights.

Best Case: Rekkles is a star again, Maurice "Amazing" Stückenschneider props up the solo lanes, and Fnatic makes a triumphant return to the EU Finals

Worst Case: Mid lane is an enormous problem and the team falls into the second half of the standings

6) Unicorns of Love

We originally had Unicorns 4th, nipping on the heels of Splyce. Maybe we were too enamored with their winning performance at IEM Oakland last November. But this team looked ready to take the next step.

And then homesick ADC Kim "Veritas" Kyoung-min announced that he was returning to Korea. Veritas was not UOL’s best (or even second-best) player. But he was an essential part of a team that worked on their communication throughout 2016. Leaving late in the offseason put Unicorns in a tough spot.

They signed Samuel "Samux" Fernández as a replacement, but the move did not build a lot of confidence. Samux has bounced around for some time, but has never really shown LCS potential.

Solo laners Tamás “Vizicsacsi” Kiss and Fabian “Exileh” Schubert have the talent to carry, but this is going to be a tough run through the regular season.

Best Case: Exileh steps up and the roster proves that they are a top-four team with the pieces they have. They make the EU semifinals, proving that IEM wasn’t a fluke

Worst Case: They can’t survive the loss of Veritas and end up in the promotion tournament

7) Misfits

Misfits will go through a lot of learning pains as they learn to play at an LCS level. It has less to do with individual skill level and more to do with rotations and shot calls. Top laner Barney “Alphari” Morris and ADC Steven "Hans sama" Liv are exciting to watch and should stick in the LCS.

The question will be whether jungler Lee “KaKAO” Byung-kwon can return to form and whether he and Lee “IgNAR” Dong-geun, both Korean players, can properly shot call for the rest of the team. If the coaches can get this team to talk and be on the same page, even as the game goes late, they have a shot.

Best Case: The players learn to play together, the rookies stand up to better players at their positions, and the team grabs a playoff seed

Worst Case: They make too many mistakes against a higher level of competition and need the promotion tournament to hold on to their new LCS slot

8) Giants

This was a bewildering team last year. After finding mid laner “NighT” Gun-woo out of nowhere, the team went on a tear through the Summer Split. The revamped 2017 roster may not be better, however. Jungler Jonas "Memento" Elmarghichi is serviceable but it’s hard to identify which lane they can win outside of mid.

Best Case: NighT is a top-three mid laner in the region and is able to prop up the rest of the roster to a 0.500 record

Worst Case: The team reverses their progress from last summer and is back in the promotion tournament


ROCCAT has a budding star in mid laner Felix "Betsy" Edling. But the roster is pretty sad around him. The team took chances on a series of unknown players, and there is real threat they could get relegated. The team placed 9th and 10th in the last two splits, and that was with Steelback, who could usually win lane. It’s going to be a battle for ROCCAT to remain relevant all year.

Best Case: They clean up their mistakes and make things interesting in the regular season

Worst Case: The team is lost without Steelback and are relegated

10) Origen

Origen’s free fall continued into the offseason. Unable to keep Paul “sOAZ” Boyer and Amazing, the team totally rebooted. You can’t blame them for not trying, as the team searched hard and wide for new players, including signing mid laner Yoo Nae-hyun out of China’s minor league.

The roster really doesn’t have much of a chance. It combines players that have had a shot at the LCS and failed, with foreign players who may be hard to integrate. It will take a miracle for this roster to learn how to play together and figure out win conditions, especially in the best-of-three setting. It’s been a great run for Origen and popular owner Enrique “xPeke” Cedeño Martínez, but we’re guessing it ends here.

Best Case: The team somehow pulls out another win in the promotion tournament to keep xPeke’s dream alive

Worst Case: The team is relegated after a split and xPeke retires from competitive League and rides off into the sunset

All photos via Riot Games

Jan 18 2017 - 9:07 pm

Yes, SKT played Ziggs ADC in a competitive game—and they dominated with him

The current League world champs show us all how OP bot-lane Ziggs can be.
Aaron Mickunas
League of Legends Writer
Image via Riot Games

ADC Ziggs has been spreading like the plague (a really, really annoying plague) through ranked games in League of Legends over the past few weeks, and SK Telecom T1 reminded everyone why they’re the World Champions by taking him into a League Champions Korea game—and destroying their opponents with him.

Jin Air, the team that fell at the hands of the mighty ADC Ziggs in the LCK earlier today, probably thought that SKT’s Bae ‘Bang’ Jun-sik was joking around when he hovered over Ziggs in Champ Select. Surely Ziggs is only a troll pick that streamers play to entertain their audiences or that Bronze players choose because they saw Shiphtur do it once, right? Right?


The irritating, familiar sound of Ziggs saying “This’ll be a blast!” rang loud as Bang locked him in, ready to take the AP terror down into the bot lane. It was a bloody sight to see, as Bang dominated his lane opponents. At the end of the laning phase, Bang had 3-0’d his adversary as the explosive-crazed Yordle. He won trades, outplayed tower-dives, and showed us all just how possible it is to take an AP mage into a role overrun by Marksman champions and thrive.

Was it because Ziggs is OP in that particular position? Was it, perhaps, because the state of ADCs is so pathetic that you can take any old champion into that role and do better than a traditional ADC? Actually, it’s a little bit of both.

This Ziggs pick may begin a trend of meta-breaking within professional play, and because of that casual players will follow suit. Soon, we may see more mages in bot lane, more marksmen up top, and even some supports pick Janna in the jungle.

Ziggs is an important lesson for the future of League. Playing him in the highest level of competition suggests that there may be more instances like this Ziggs game—where pro players figure out ways to use unorthodox champion picks to their advantage.

Sometimes, the meta doesn’t have to be followed—if you can find another champion to play a specific role well enough. A few seasons ago, after all, you’d dodge a ranked lobby if you saw a Rumble lock the jungle role, and now you wouldn’t bat an eye.

Love him or hate him, Ziggs is here to stay, and since the god-team of SKT has now played him in a pro game, you can expect even more ADC Ziggs appearances in your Bronze ranked games. He even has the second highest win percentage out of any other ADC, according to League stats website Don’t worry if you’re having trouble winning against him, you could always go ADC Syndra.