IBC
Adrian Pennington - The Write Stuff
Saturday, 29 August 2026
Sir Gary Oldman: “There’s an anxiety going into any project.”
Friday, 28 August 2026
Gap between live sport and gaming nears primetime
Streaming Media
article here
The ability to stream alternative animated and video game
versions of a live sports event have taken a step closer with tests involving
EA Sports, broadcaster Sky and German premier soccer league Bundesliga.
The Bundesliga is exploring ways of flowing match data
directly into gaming engines, where fans can replay a goal as freely as they
would inside EA Sports FC and where there are serious discussions about
streaming alternative broadcasts of the match itself.
“Once match data is transported from the physical world into
the digital world everything becomes possible,” said Hendrik Weber, Director of
Sports Technology & Innovation at the Bundesliga in a showcase of
innovation at the home of Bundesliga team Borussia Dortmund last week. “Now,
with 3D data, low latency, and gaming engines powered by AI, we can create
things we simply couldn’t before.”
The league’s data system is routinely captures between 21
and 30 skeletal points per player at 50 frames per second, generating roughly
200 million data points per match. It is based on TRACAB’s optical tracking infrastructure, now
installed league‑wide, which uses 12 synchronized 4K cameras to deliver
volumetric positional data with the accuracy required for advanced media
applications. Hawk-eye officiating data that determines offside decisions is
also incorporated.
Weber explained, “It’s the same pipeline we use in all 36
stadiums every weekend. Now we can run it through EAFC and instantly generate a
virtual version of the match.”
EA Sports acquired TRACAB in 2025, bringing data capture and
gaming technology under one roof. The acquisition has accelerated
experimentation, allowing EA and the Bundesliga to test new workflows that
merge live match data with gaming‑engine rendering.
Oskar Norrman, Senior Director of Business Development at
TRACAB and EA Sports emphasised that the demo in Dortmund was “a special
version of the game” in which the EA engine is fed with the same 3D tracking
data generated for broadcast.
This is an extension of a 2023 trial made by Sky Sports with the English Premier League of a Game
Mode camera angle which simulated the perspective found in EA Sports FC.
For the Bundesliga the tie-up with EA Sport is not purely
about potential revenue stream but extending the league’s brand to the game’s
300 million players globally. Some two billion virtual matches featuring
Bundesliga clubs are played every season.
“You can use the highlight tool inside the EA SPORTS FC
environment to create a fully immersive replay,” Norrman said. “You can control
the camera, move through the scene, and select the exact angle you want. If I
want to look at a goal from Der Klassiker [any Bayern Vs Dortmund match]
I can simply use the joystick to find the perfect perspective.”
Users can also recreate the moment from scratch, choosing
either custom angles or standard broadcast views. “This opens up huge
possibilities for creators, broadcasters, and ultimately consumers,” Norrman
said. “Our goal is to make a tool so easy to use that if you can play the game,
you can create your own content.”
Bundesliga execs agreed that this level of interactivity is
now in play. “We’re not far from a use case where a kid watches a live match,
pauses it, switches to the gaming engine, rewinds 20 minutes, and replays the
scenario themselves,” Weber said. “Maybe they even insert their own avatar.
That level of personalisation is coming.”
Sky Deutschland, which since June is part of Germany’s RTL
Group, is reportedly exploring ‘alt’ broadcasts of live events for distribution
on its digital channels.
Sky’s SVP of Sports Production, Alessandro Reitano believes
gaming‑style experiences will soon play a major role. “Some fans grew up with
EA Sports and want the same dynamics they play with: static angles, point‑of‑view
shots, hypermotion, graphics, stats,” he said. “We can’t translate that into a
traditional broadcast—but with these tools, we can.”
He sees potential for recreating stadium atmospheres for
remote fans. “Yes, 100 percent,” he said. “This is my personal North Star. Some
fans want analysis. Some want gamification. Some want the feeling of being in
the stands. The more toolboxes you have, the better you can serve your
audience.”
Playmobil soccer activation
The same data was also being converted on-the-fly into an
animated version of the Supercup for toy brand Playmobil. British AR specialist
Trickshot was behind this trial. It has
built its own games engine - a blend of Unreal and Unity - to turn the raw match
data into Playmobil figures.
Founder Simon Thompson explained, “We take the 3D data
captured by the cameras around the stadium and feed it into our game engine.
That allows us to generate completely different camera angles and perspectives
you could never achieve in a traditional broadcast. The delay in rendering is
just 1.5 seconds.”
Last year, Trickshot partnered with Manchester City and
Etihad Airways for a video series united augmented highlights and match footage
in a virtual world. The series featured Omar Marmoush’s Premier League Goal of
the Season and İlkay Gündoğan’s overhead kick with cityscapes of Abu Dhabi, Hanoi,
Hong Kong and Krabi and generated over 80 million views on social.
“There’s huge potential here,” Thompson says. “Imagine a
completely different broadcast designed for a different age group. With this
approach, you can do fun, creative things—changing hair colours, turning Harry
Kane into a golden Ballon d’Or figure, transforming players into stylized
characters. You can stream on Twitch and have Twitch commentators gamify the
action. All of that becomes possible when you work through the game engine.”
Dominik Scholler, SVP Management & Innovation at
Bundesliga Media, sees the convergence as part of a broader shift. “3D data
lets us understand exactly where a player is, how their body is positioned,
whether they’re using their left or right foot, and how they move dynamically,”
he said. “It’s all about enrichment. We’re not creating something entirely new;
we’re adding meaningful layers on top of the core match.”
Reitano emphasises that football’s cultural sensitivity
requires careful integration. “The how is the complex part,” he said. “Using 3D
data in the best possible way—without disrupting the core 90‑minute football
experience—is the challenge. Football has a very sensitive audience. Some fans
simply aren’t interested in graphics or data. You can’t overwhelm viewers or
change the feel of the match.”
At the same time, he sees significant potential for new formats aimed at younger audiences. “When you dive deeper into 3D data, you realise you can overlay real players with other bodies—something we’ve already seen tested in the U.S. This is about attracting new demographics. Linear TV is plateauing, and younger audiences consume sports differently.”
Thursday, 27 August 2026
YouTube praises UK creativity; pushes back on “forced prominence”
Streaming Media
article here
YouTube’s European and Middle East Chief Pedro Pina emphasised the strength and resilience of UK creativity.
Giving the Edinburgh TV Festival’s main keynote, the MacTaggart Lecture, Pina said, said the UK was entering another Golden Age of Television. “How ironic that during a time when so many say British TV is dying, we have seen some of the best British TV shows of all time. Shows which create cultural conversations on a scale most online creators can only dream of.”
He pointed to the “amazing British TV the so-called ‘streaming revolution’ has already given us” like Baby Reindeer, Rivals, Chernobyl, Slow Horses, Line of Duty and Derry Girls.
“Let’s not sugar-coat it, he warned. “Things will have to change because the playing field TV once dominated has changed. The steady revenue streams and booming budgets that were built upon the central position TV once held cannot be relied upon.
“TV jobs are changing and new skills are now necessary. But if the fear is that the proliferation of creators and platforms will destroy British TV as such, then the history of this medium proves the very opposite is true.”
Pina described a “goldmine” of home-grown creator talent. More than 17,000 UK YouTube channels have over 100,000 subscribers. More than 2,000 have audiences in the millions. Most strikingly, over 80% of UK content is viewed outside the UK. He also claimed that YouTube supports more than 45,000 full-time equivalent UK jobs, contributing over GBP2.2 billion to the British economy.
“In other words, Britain’s global reputation as a creative powerhouse is alive and kicking. So, if the TV industry can adapt once again to changing audience habits and to today’s media landscape, a new Golden Age is the UK’s for the taking.”
However, he fired a warning shot to UK public service broadcasters and the UK government that YouTube would resist attempts by them to “force prominence” in the platform’s algorithms to PSB content over other creators.
“YouTube is a democracy of cultural production,” he said. “Anyone can find an audience. Forced prominence would impair the public interest, by unfairly shifting focus from independent creators and production companies, and by recommending that all our viewers watch the same things, disregarding personal taste.
If this becomes law, many UK-based creators and production companies will see their
livelihoods threatened. UK viewers will have to wade through content they may not want, which in itself could undermine the trust that UK public service broadcasters have built up.”
Creative AI: A Strategic Opportunity for the UK
Streaming Media
article here
The UK is positioned to lead in creative AI and legal frameworks, according to senior figures from across the UK’s television and creative industries at the Edinburgh TV Festival.
“We can’t win the AI arms race. We are too late,” said Particle 6 founder and CEO Aline Van der Velden. “The Chinese with models like SeeDance 2.0. are unbeatable. But we can win the creative space. The UK is in a unique position to lead in AI creativity.”
The strongest argument for UK leadership came from Jonny McCausland, Head of Creative Innovation at Hat Trick Productions, who said the UK could become a global hub for creative AI — particularly in animation.
“I’ve always been frustrated that the UK doesn’t have a much bigger position in the global field of animation. It’s very US‑dominated.” The reason, he argued, is cost: “It’s too expensive and too time‑consuming for UK broadcasters.”
Hat Trick’s work focuses on using AI to streamline the “middle process” of animation production without replacing illustrators, animators or performers. “We’re not changing the creative input,” McCausland said. “It still has to be really good animation. It can’t look like AI.”
Instead, AI can accelerate workflows and reduce costs enough to make UK‑originated animation more viable. “If we can get this good enough, fast enough, at a sensible cost, we can finance differently. Control creative. Control distribution. Go digital‑first and really start to build a brand.”
This shift could allow UK companies to bypass traditional commissioning routes. “The really exciting thing AI unlocks is not needing to go to a commissioner,” he said. “After a year, you could go to the BBC and say: ‘We’ve got a million followers for this. Now let’s talk about the TV show.’”
Provenance, attribution and the UK Advantage
McCausland also emphasised the UK’s potential leadership in AI provenance and attribution, pointing to emerging standards such as C2PA (Coalition for Content Provenance and Authenticity).
“C2PA allows us to go to illustrators, writers, performers, use their data to train small AI models, and then track every use of that content on a blockchain‑like ledger,” he said. “You can attach automated remuneration and automated provenance.”
This could ensure creators are paid fairly when their work contributes to AI‑generated content. “If an illustrator’s work trains a model that generates content, and that content is sold, the illustrator gets paid — automatically.”
McCausland argued that the UK is already ahead in this area. “A lot of this work is being done in the UK,” he said. “There’s a huge amount we can do to position the UK as a leader in the creative and legal side.”
For example, the Costar National Lab has published a proposal for a new AI copyright framework for UK creative industries.
AI moves upstream
Banijay UK CEO and Executive Chair Patrick Holland, opened the session by framing AI as a technology already embedded in the industry. “Every major technology in television eventually becomes invisible. If we use it, it disappears into the creative process.”
He pointed to the rise of VFX, green screen, digital cameras and virtual production as examples of tools that were once novel but are now standard. “If you went to a drama set 30 years ago, there would have been no green screen and now we take it as read that VFX will be a major part of any high‑end TV production.”
The real question, Holland argued, was not: Is AI coming to take over television? but How are we going to use it?
Human‑Driven Creativity, AI‑Enabled Workflows
Particle 6 is the creator of AI actor Tilly Norwood, which sparked outrage in Hollywood,
Her company is already working with writers, performers and directors who want to experiment with AI, she said.
“If you’re a great writer, AI enhances you,” she said. “It’s about upskilling and retooling people so they’re ready to use AI.”
Peter Archer, Director of the BBC’s Generative AI Programme, outlined the corporation’s position: “All our creative output — TV, audio, journalism — needs to be driven by humans.”
However, he said AI is already transforming workflows, especially in reformatting content across modalities. “Long‑form TV into short‑form rapidly. Podcasts into short‑form. Live audio into text pages. Articles into audio.”
Audience attitudes have shifted dramatically, Archer said. “A year ago everyone was super scared. Now, they see AI as another technology, like VFX.”
Theo Jones, Creative Director for AI at VFX facility Framestore, said AI is finally enabling persuading studios to invest more heavily in pre‑production.
“We’ve been trying to persuade studios for a long time that we should be creative partners from the very beginning,” he said. “If you can spend that money in pre‑production, you can make better choices.”
AI‑driven previz and tech‑viz now allow productions to visualise scenes early, even without actors or full design teams. “It allows you to visualise what something might look like — to a worked‑up state early on,” Jones said. “That means better choices, reduced expense on the shoot, and reduced expense in post.”
He said studios are beginning to echo Framestore’s long‑standing message. “AI has landed in a way that means that message is finally being heard.”
Jones also warned that commissioners are increasingly approaching tech companies directly — often with poor results. “They’re talking past each other,” he said. “Why go to a tech company for something that is a creative process?”
Tuesday, 25 August 2026
AI-powered automated cameras introduced into live host feed for Supercup
SVG
Monday, 24 August 2026
Bundesliga places AI at centre of its media strategy
SVG
article here
Introducing the Bundesliga’s latest showcase of technology innovation Deutsche Fußball Liga (DFL) CEO Steffen Merkel put the emphasis firmly on AI.
“AI is not just
another tech trend for us,” Merkel said. “It is becoming a fundamental
capability that runs through the entire organisation, just as it does in many
other industries—including sports and football.”
The event, held in
Dortmund over the weekend ahead of the Franz Beckenbauer
Supercup, featured presentations, a tour of Boroussia Dortmund’s Signal Iduna
Park and VIP boxes stuffed full of new toys.
“I’m a firm believer
in trying things early and learning from every experiment,” said Merkel, who
oversees the league’s media and digital strategy. “Sometimes a prototype
becomes a product; sometimes it doesn’t. But there is always added value in the
process.”
More than 43 million
people in Germany—almost half the population—follow the Bundesliga, spanning
all demographics, each consuming content differently. Internationally, the
diversity is even greater.
“This makes it clear
why technology is essential to scale, localise, and personalise content for
fans everywhere,” he said.
With around 400
employees across the organisation and roughly 250 dedicated to content
production, the Bundesliga faces a scale challenge familiar to many rights
holders. “When it comes to our international fan base and localisation, it’s
impossible to do that manually. So AI is a huge opportunity for us to close the
gap.”
The raw material
feeding AI are 200 million data points collected for each match. Event data,
positional tracking and 3D tracking feed innovations such as Bundesliga Match
Facts powered by AWS, semi‑automated offside detection and automated event
recognition. “Match data has become ever more intertwined with the media
product,” he added, describing a future where real‑time insights shape fan
engagement, media production, and increasingly the sport on the pitch (through
AI assisted coaching and scouting for example).
From a study into AI
commissioned by the league two commercial trends stood out. “The ones with the
highest probability are personalised content and content scaling,” explained
Professor Sascha Schmidt, Chair and Director of the Center for Sport and
Management (CSM) at WHU – Otto Beisheim School of Management. Experts expect “a
seamless integration of individually curated content in real time” to be
standard by 2030, alongside the ability to “double the amount of Bundesliga
content produced with the same resources.”
AI officiating support
generated the strongest divide. “There was no clear consensus,” Schmidt said,
with desirability scores sharply split.
The study also found
that clubs recognise AI’s potential but feel “only moderately prepared” to
capture its full value due to limited resources, talent and know‑how.
“Our task as a league
is to unlock these potentials and help clubs do the same,” Merkel added. “Some
clubs are already well equipped; others—especially in Bundesliga 2—benefit from
us acting as an early‑stage accelerator.”
Bundesliga tests
localised world feeds
The Bundesliga has
taken a significant step toward reshaping how global football audiences
experience live matches, unveiling early results from a proof‑of‑concept (POC)
exploring localised world feeds. The initiative, led by Tabea Wagner, Senior
Manager Live Product at Bundesliga Media, aims to deliver tailored match
broadcasts for international markets without compromising the integrity of the
league’s central production.
“As a rights holder,
it’s our responsibility to deliver a top‑notch media product—especially for
fans who aren’t privileged to sit in the stadium,” Wagner said. “We want to be the most fan-centric league – but if a Bundesliga match
is not shown because there is no local commentary we cannot create any
engagment.“
Today, the Bundesliga
distributes one English world feed to dozens of markets with different
languages, cultures and viewing habits. While broadcasters often add local
commentary, resource constraints mean localisation is inconsistent.
“Our concept is
straightforward,” Wagner explained. “We want to create many experiences based
on the same feed. To do that, we add new layers—graphics localisation,
commentary localisation, and eventually content localisation.”
Four factors convinced
the league that the timing was right: rising fan demand for personalised
experiences; rapid advances in AI translation and cloud workflows; an industry
shift from satellite to streaming distribution; and growing momentum among other
rights holders pursuing similar strategies. The Bundesliga’s partnership with
AWS provides the technical backbone.
The POC focused on
graphics localisation and audio localisation. Bundesliga Media worked with
workflow‑orchestration startup Logic, running on AWS infrastructure, to
coordinate the process.
Graphics localisation
was tested using two methods and four service partners
·
Template‑driven
HTML5 graphics, translated in advance and triggered by metadata managed by
Vizrt.
·
Computer‑vision
models that detect, translate and replicate graphics in parallel streams
managed by mobii.
Audio localisation
also followed two paths:
·
AI
translation of the existing English commentary into multiple languages provided
by Camb.AI
·
AI‑generated
commentary based on match data, including 3D tracking, from Valka.AI.
Providers were asked
to localise graphics into Arabic and German, translate commentary into Spanish
and German, and generate new English commentary.
What worked—and
what didn’t
“From a technical
perspective, it is working,” Wagner said. But challenges remain.
Latency is a major
obstacle for live environments. Graphics localisation proved more complex than
expected—not in quality, but in how it fits into existing infrastructure. And
language localisation is “not yet market‑ready.”
“Latency must go
down,” Wagner said. “Commentary needs more emotionality and authenticity. And
grammar errors must be eliminated. If the commentary isn’t as good as a human,
we won’t put it into production.”
What’s next?
The league will
continue monitoring service‑provider development and gather feedback from media
partners to build a clear roadmap. Wagner emphasised that the future may not
require more content—just more relevant experiences based on the same content.
“Localisation is a
possible path,” she said. “It’s too early for conclusions, but it’s worth
exploring—and that’s exactly what we’re doing.”
At the Super Cup,
another layer of sign‑language localisation was trialled in partnership with
Synapse.
The more difficult question is whether
personalisation should extend to the live match feed itself. Merkel
acknowledges the tension.
“Given all the content
and visualisation possibilities, the question becomes: do you want every fan to
have their own individual experience, or do you still want a shared, joint
experience? That’s the trade‑off. On one side, you have deep personalisation;
on the other, the common experience that defines football culture.”
He describes this as
one of the central debates in football’s AI future. “This is part of the
journey toward AI. Finding the right balance between individualisation and
togetherness.”