Making-of guide · 16 pipeline stages

How Arcane Was Made

Riot supplied the world, writing, financing, music, and production leadership. Fortiche turned it into performance: modeled 3D assets, deliberate keyframes, painterly surfaces, graphic 2D effects, light, color, and compositing.

Independent publication — no production access or affiliation is claimed.

By Riot Updates Research Desk Verified Sources 90

Was Arcane 2D or 3D animation?

Its core characters and environments were built and animated in 3D, then shaped with painted textures, stylized lighting, graphic 2D effects, matte work, and dense compositing. Fortiche described main-character performance as keyframed rather than motion-captured. Season Two's crowd team separately used simulation and some retargeted capture for background cycles; that does not make the lead performances motion capture.

~6 yearsearly development to Season One
~450artists at the Season Two peak
313Season Two crowd shots
47production chronology rows
A reset, not a straight six-year render Early work included tests, pitches, writing, and a substantial quality crisis. Riot announced a 2020 target in 2019, then delayed the series to 2021 as COVID-19 disrupted an international collaborative pipeline. The six-year shorthand describes the development journey, not six uninterrupted years of final-shot animation.
Budget figures need labels The widely repeated $250 million number was reported for both seasons plus marketing. Riot co-founder Marc Merrill later described the creation budget as a ballpark 60–75% of that total. Contracts and final show accounts are private, so neither figure should be presented as an audited animation budget.

From premise to platform

The sixteen-stage production map

These stages overlap. A serial production can be writing later episodes, animating earlier ones, revising assets, recording music, and localizing deliveries at the same time.

1. Development and writing

Riot creators, writers, producers

Premise, character arcs, episode structure, drafts and story revision

Creator-mediated primary history

2. Visual development

Riot and Fortiche art teams

Character, costume, environment, prop, color and shape exploration

Concepts are not automatically final canon

3. Storyboarding

Directors and storyboard artists

Shot planning, staging, timing and editorial construction

Exact departmental credits vary by episode

Sources: ARC-S070

4. Layout and previs

Fortiche layout teams

Camera, spatial blocking and scene assembly

Production workflow description

5. Modeling and rigging

Fortiche asset teams

Build controllable 3D characters, props and environments

Do not describe as finished image

6. Keyframe animation

Fortiche animators

Character acting, action, timing and poses

Principal-character workflow emphasized

7. Crowd production

Fortiche/Golaem workflow

Population assets, reusable cycles and shot-specific arrangement

Season Two case-study figures

8. 2D effects

Fortiche 2D/effects teams

Graphic marks, smoke, magic, impacts and subjective imagery

Integrated with 3D footage

9. Matte and environment work

Fortiche environment/matte teams

Extend and paint locations beyond core geometry

Technique varies by shot

Sources: ARC-S079

10. Lighting and color

Fortiche lighting/color teams

Shape attention, atmosphere, material, time and emotion

Includes award-recognized work

11. Compositing

Fortiche compositing teams

Combine layers, effects, depth, texture and final image treatment

Not a single post-process filter

12. Editing

Editorial and directors

Control rhythm, continuity, act structure and sequence meaning

Develops throughout production

13. Voice performance

Cast and voice-production teams

Recorded character performance integrated with animation

Credits should follow official episode materials

14. Score and songs

Riot Music, composers and collaborators

Original score, commissioned songs, artists and scene integration

Song placement and score are separate datasets

15. Sound design and mix

Sound teams

Effects, ambience, dialogue and final sonic construction

Season Two finale sound editing won an Emmy

Sources: ARC-S057

16. Localization and delivery

Riot, Netflix, Tencent Video and partners

Language versions, final masters, platform delivery and regional release

Platform and region controls required

Creative relationship

Arcane grew out of a decade of Riot–Fortiche work

The show was not their first collaboration. Short-form character films and music videos built a working language before either company attempted long-form television.

YearProjectFormatDivision of workSources
2009 Fortiche founded Studio formation Riot: Fortiche
Fortiche: Independent animation studio
2012-2013 Get Jinxed development Character music video Riot: Riot IP, music and champion launch
Fortiche: Animation, direction and visual execution
2014 Warriors Worlds anthem cinematic Riot: Riot Music/esports campaign
Fortiche: Animation production
2015 Seconds Ekko cinematic Riot: Character/world development
Fortiche: Animation production
2018 RISE Worlds anthem cinematic Riot: Riot Music/esports campaign
Fortiche: Animation production
2018 POP/STARS Virtual group music video Riot: Riot Music/K/DA strategy
Fortiche: Animation production
2019 Arcane announcement trailer Series marketing Riot: Series creator/producer/IP owner
Fortiche: Animation partner
2021 Enemy Arcane title-song video Riot: Music, release campaign
Fortiche: Animation production
2021 Arcane Season One Television series Riot: Created/produced with Fortiche; financed and IP-led
Fortiche: Directed and produced animation; co-production
2022 Equity investment Corporate relationship Riot: Significant non-controlling investor; two board seats
Fortiche: Operationally separate investee/studio
2022-2024 Arcane Season Two Television series Riot: Created/produced; writers, music, business and IP leadership
Fortiche: Directed/produced animation and visual development
2024 Blood, Sweat & Tears Music video / Ambessa backstory Riot: Riot Music and Arcane campaign
Fortiche: Animation production
2025 Welcome to Noxus League season cinematic Riot: Riot game/IP campaign
Fortiche: Animation production
2025 Ma Meilleure Ennemie music video Post-series music video Riot: Riot Music co-production
Fortiche: Animation and direction
2025-2026 Continued new content Unannounced/multiple projects Riot: Continued collaboration
Fortiche: Riot lineup plus Fortiche originals

Primary making-of record

Bridging the Rift, part by part

Riot's five-part documentary is unusually candid about the pitch, reset, pipeline, music, and final delivery. It remains a company-produced account, so it documents internal process better than independent business outcomes.

Part 1: I Only Dream in Risky

Origins, pitch and early ambition

Part 2: Persistence (Or When Your Best Still Sucks)

Production setbacks, quality crisis and rebuilding

Part 3: Killstreaks Meet Keyframes

Fortiche animation pipeline from paper through post-production

Part 4: Musical Misfits

Score, songs, collaborators and musical identity

Part 5: We Gave It Our Best Shot

Final production, launch, and six-year completion

Economics without false precision

What the public budget evidence actually says

Each figure keeps its speaker, scope, evidence type, and qualification. Production cost, marketing, distribution payments, direct profit, and wider franchise value are different measures.

Reported combined cost

$250 million

Both seasons; production plus marketing · Los Angeles Times reporting

Evidence
Anonymous/industry sourcing plus Riot response
Use this control
Do not describe as audited production budget
Sources: ARC-S062

Creation-budget correction

Approximately 60–75% of the $250 million figure

Production/creation, according to Marc Merrill · Marc Merrill interview reported by GamesRadar+

Evidence
Executive statement
Use this control
Ballpark, not audited accounts
Sources: ARC-S063

Marketing component

Included in the widely repeated $250 million total

Marketing · Marc Merrill / LA Times framing

Evidence
Reported/clarified
Use this control
Separate from animation production

Per-episode license payments

About $3 million per episode from Netflix and Tencent, respectively

Distribution/licensing · Los Angeles Times reporting

Evidence
Reported, not disclosed contracts
Use this control
Do not infer complete revenue
Sources: ARC-S062

Direct profitability

Riot spokesperson reportedly said the show itself was not profitable but generated other business value

Show-level direct economics · Los Angeles Times

Evidence
Attributed corporate response
Use this control
Not equivalent to failure of IP strategy
Sources: ARC-S062

Season Two status

Reportedly on track to at least break even

Season Two · Los Angeles Times citing Riot

Evidence
Attributed projection
Use this control
Not audited final result
Sources: ARC-S062

In-house cost structure

Riot acted as a game company building/financing the work rather than simply licensing it out

Production model · Alex Seaver interview

Evidence
Creator explanation
Use this control
Explains cost structure but does not establish efficiency
Sources: ARC-S064

Fortiche equity

Significant non-controlling stake; transaction terms undisclosed

Corporate investment · Riot Games

Evidence
Primary disclosure
Use this control
Do not treat as full acquisition or production expense
Sources: ARC-S010

Continue researching

From process to finished series

Place the production chronology inside the full history, match songs to episodes, or search every dated event.