Dataton
Esports were already booming before the pandemic
and are now in an even stronger position. Adrian Pennington looks at the
workflow that put the sport ahead of the rest from the start and the broader
implications for the events industry in general.
article here
Most projections estimate that the competitive
video gaming industry surpassed $1 billion in revenue in 2021. Market
researcher Newzoo expects that to reach $1.8bn by the end of 2022 and some
analysts go further and project revenue will exceed $2.5 billion this year.
Either way, the sector is booming, and that’s in
the teeth of the pandemic.
It’s not as if esports were immune from the
shuttering of live events. Stadium-sized events like Intel Extreme Masters, ESL
One and League of Legends (LoL) Worlds had to be held behind closed doors. It’s
just that, unlike regular sports, the live action continued unchecked.
Esports was in a unique position ahead of the
pandemic because much of it is already played online. Audiences spiked during
lockdown as more consumers were confined to their homes, driving them to spend
more time on platforms like Twitch, YouTube, and Huya. Newzoo calculates
the global games live-streaming audience (including mobile gaming) topped
728 million last year, a 10% increase over 2020.
For players, the shift to playing remotely was not
a big adjustment as they were already used to playing online and from home.
Most talent were also already outfitted for online streaming, as many had their
own content channels and had previously invested in kit needed to broadcast
online. It was up to esports producers to quickly pivot to this new reality.
Leading on remote workflows
Riot Games’ production team in the U.S was already
ahead of the game. Since 2018, it has been deploying employing REMI or
‘at-home’ remote audio and video production workflows. With outside broadcast
trucks eliminated from the company’s workflow, Riot’s L.A. facility served as
the central station of its productions. Everything from audio mixing and on-site
camera control to director shot calls and video playback are routed through the
site.
In Europe, ESL Gaming expanded its Polish hub in
Katowice in 2020 to four times the size, building new control rooms and playing
arenas. The move was planned pre-Covid to accommodate soaring demand but the
need for centralized Covid-safe production meant that ultimate flexibility was
baked-in.
This includes a studio infrastructure capable of
handling multiple external sources alongside signals from the studio floor, without
any latency issues. The networking, which includes routers and extensive fiber
lines as well as kit to convert desktop PC signals to SDI, is designed to
be configurable to any workflow, depending on the production’s
requirements.
Meanwhile, Blizzard Entertainment turned to the
cloud to keep its Overwatch League and Call of
Duty League matches live since March 2020. In this case, the solution
was built on Grass Valley technology and eliminated the need for a conventional
control room. Virtualized apps such as multiviewers, router panels, test signal
generators, switchers, graphics renderers, clip players and recorders are configurable
as required and accessible from a web-based interface.
It meant that technical directors (TDs) could
switch and monitor live feeds from home. Multiple distribution streams with
separate graphics and languages for audiences in different regions can be
produced by a single operator also working at home.
Professional Complexity
For years, esports has used equipment from vendors
commonly associated with broadcast like Ross Video, Blackmagic Design, Calrec
Audio, Panasonic and Grass Valley. Now, esports have taken the efficiency and
quality of their output a step beyond conventional broadcast.
Given that signal integrity and split-second
accuracy is vital to the interactive multiplayer nature of the game, esports
technical teams have become adept at designing and operating systems with
multiple feeds from game publishers, players, analysts, viewers and more.
Now producers, directors and TDs and in-game
observers can all be working at multiple different locations, doing multiple
shows by using a common cloud or a data centre-based infrastructure
networked over fibre or protocols like NDI. Functions that have been locked
into proprietary boxes for decades in broadcast facilities are already working
in software in the esports field.
It’s working. The 2021 World
Championship of LoL held in November in Iceland without spectators had a
record peak audience online of over 73 million.
This year fans will (fingers crossed) be back at
the events in their tens of thousands but the remote workflows implemented
these past couple years are here to stay. That’s because automation and REMI
workflows not only reduce the number of production personnel needed for cost
efficiency and environmental benefits but the result is a better final product.
For a start, a remote workflow managed out of a
central hub enables more shows to be produced with fewer resources. Moreover,
the ability to engage online viewers and live audiences in an interactive way
is crucial to AV going forward.
Embracing hybrid at scale
Although mass-attend live events remain something
of a novelty, it won’t be too long before audiences become just as demanding of
innovation as they were pre-pandemic. That means that events producers of all
kinds need to deploy an increasingly sophisticated suite of solutions to
deliver an immersive experience that embraces both physical and virtual
attendees.
Enabling hybrid in-person and streaming events
necessitates the ability to collaborate and produce live content together while
physically apart. In practice, this is done with multiple individuals spread
out safely across many different rooms, spaces, and sites. Esports is doing
this today.
AV and broadcast workflows and technologies were
converging pre-pandemic but global lockdown has accelerated the fusion through
software-defined and IP methodologies.
AV pros now don’t bat an eyelid when they set up
hybrid events using multiple NDI streams, a spectacular studio set with
big-screen projection and imaginative LED configurations, plus
projection-mapped elements, for primarily online audiences.
As the Metaverse of AR and VR content explodes over
the next few years this set of skills being pioneered in esports that blurs the
virtual and the real into one immersive experience is going to be in high
demand.
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