Sunday, 2 August 2026

Behind the Scenes: Esports World Cup

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A last minute pivot to Paris brought its own set of challenges as ESL FACEIT assembles the world’s largest esports event

When the Esports Foundation announced that the third edition of the Esports World Cup (EWC) would shift from Riyadh to Paris, it marked a dramatic pivot in the event’s short history. Already scheduled to move from its Saudi home to international venues at some point in future, disruption in the Middle East bumped up that timeline giving the team just eight weeks to relocate the world’s largest esports event.

“It has always been our long‑term intention to take the EWC to other locations around the world,” says COO Mike McCabe, reflecting on the decision. “This year simply accelerated that plan. Next time, I would love to have more than eight weeks to design, build, and prepare.”

The move was prompted after the conflict with the US and Iran escalated earlier in the year.

“We picked a drop‑dead date for a decision,” McCabe explains. “If we’d waited until the last minute, it would have only been a broadcast event. We could have maintained competitive integrity, but not created a true spectacle.”

Starting July 06 and running over seven weeks, more than 2000 players from 200 clubs, and over 100 countries will compete in 24 games from Valorant and Rocket League to Chess and Counter-Strike 2 for a record $75 million dollars in prize money. More than one hundred thousand audience tickets have been sold in the last few weeks in a country where 11.8 million citizens identify as esports practitioners and where President Macron has announced a national esports strategy beginning this autumn from schools level up to grow the game.

Paris wasn’t the only fallback option though. “Finding a venue of the scale we operate in, for the duration we need, is extremely difficult,” McCabe says. “There were very few options that could give us that. The combination of the venue (Paris Expo Porte de Versailles), the government helping us accelerate everything, and the transport infrastructure allowing players and fans to arrive without disruption.”

The city’s cultural weight didn’t hurt either. “Some of the big French artists were excited to be part of it because they’re passionate about the industry,” McCabe says of the opening ceremony, which took place at La Seine Musical headlined by DJ Snake and Aya Nakamura. 

Media strategy and co-streamers

The event has grown its global media presence with more than 100 media partners broadcasting the EWC2026 in more than 160 countries, in 40 languages globally.

The Foundation’s strategy is two‑pronged, explains Chief Commercial Officer Mohammed Al Nimer, “To reach endemic esports audiences while simultaneously breaking into mainstream media,” he says. In France, that means daily segments on France Télévisions and partnerships with L’Équipe and NRJ, the country’s biggest radio station. In the US, Fox Sports will carry the event. In Saudi Arabia, Tamanya, the broadcaster of the Saudi Pro League, has taken rights. China, meanwhile, will see non‑exclusive distribution across Huya, Douyu, Bilibili, and Kuaishou. DAZN, Eurosport and TNT Sports are covering in different countries in Europe.

“Since mainstream media is a big part of this now we have to deliver enough content — and the right kind of content — so people who aren’t core gamers can still understand what’s going on,” McCabe says. “And you have to celebrate the athletes more. It’s not just about the game; it’s about the players.”

“We’re always working on finding the right balance between what’s interesting for people who really know the games, and creating a story that someone who’s never seen the game before can follow. We want to make sure we get even more eyes on the product in the future.”

To that end, the most radical expansion is happening online.

“We just launched Creator League, where we’re investing $2 million to support small and medium‑sized streamers,” Al Nimer explains. “We had more than five thousand people apply, so we’re going to have more than five thousand co‑streamers who will stream the Esports World Cup in 2026.”

Some will broadcast from Paris; most will stream from home. “We have extremely good facilities in the arenas where they can be present and commentate live,” he says. “But obviously, we cannot accommodate all five thousand on the ground.”

The Foundation sees co‑streamers as essential to global reach. Al Nimer says, “They allow us to expand into many more languages and give fans a more personal experience.”

The first two weeks of EWC compete for attention with the FIFA World Cup. Al Nimer is unfazed.

“Their matches are happening at different times than ours,” he says. “Our broadcast times are earlier in Europe, and their matches come later. So we don’t see any overlap for now.”

In fact, viewership is rising. “Our group stages and our last‑chance qualifiers have recorded historic viewership for us in terms of peak numbers,” he says. “We haven’t seen any negative impact.”

The 2026 edition will feature the same number of games — Fortnite is in, StarCraft is out — but the infrastructure is evolving. ESL FACEIT’s modular production system allowed the Foundation to reverse equipment shipments within hours. “It was literally an eleven‑hour decision,” McCabe says. “These systems are modular they’re always moving around the world.”

Diving into technical production

The Foundation hopes to maintain around 7,000 hours of content during the tournament and surpass last year’s 750 million audience reach.

The production occupies a vast temporary broadcast compound inside the Expo Porte de Versailles, built almost entirely from flypacks. Four main broadcast stages, three smaller group‑play stages, and a public gameplay zone feeds into a central engineering hub.

“We don’t have a fixed control room building,” says Sebastian Fjellström, Technical Manager at esports production company ESL FACEIT Group (EFG). “A lot of our equipment is purpose built for us, but it lives in flight cases because we need to be flexible.”

The sudden move limited some of the innovation planned for Riyadh. “We focused on delivering the best content we could rather than pushing innovation further. But we still improved game capture, graphical elements, and API integration.”

Paris’s RF‑dense environment added another layer of complexity. “We’re squeezing hundreds of RF devices into a limited spectrum while avoiding interference with cameras, wireless mics, and game related RF systems.”

Stage designs were rebuilt to suit the venue’s height and weight limits, with each stage using a different camera configuration. ARRI Alexa 35 Live systems headline Stage 1, while Sony system cameras and handheld RF units cover Stage 4. “We use long shots to get good close ups without disturbing the players. Player integrity is really important. We don’t want to affect the game by getting too close with camera angles, but we still want to capture all the emotion.”

RF Steadicams are used selectively. “Depending on the game, we can have them walking on stage during play, but a little bit away so they don’t disturb the players. As soon as players come on stage or during walk ins, you really want to be there to capture better footage. Player entries, celebrations — that’s where the RF and long lens combo is perfect.”

Other toys include a technocrane, a four‑point wire-cam to capture the audience on the main stage, a rail cam and PTZ units on each gamer’s PC from Chinese firm Obsbot.

Across all stages, the production team is constantly refining how esports is presented. “We have a lot of creative ideas about how we want to present play and how we want to present events.”

“We always produce broadcast first,” Fjellström says. “The big screens in the arena get additional stage integration elements, but the primary output is the broadcast feed. We create wild feeds for media rights holders so they can put their own coverage on top for local markets.”

EVS VIA servers power replays across all stages, including expanded use of XtraMotion which delivers AI-derived slo-mos. “Last year it was on one stage; this year it’s on every stage,” he says. “It lets us do super slow mo on player reactions without needing high speed cameras.”

Real‑time game data is central to the production. “We work much more with computer sources and real time game data. We can grab stats directly from the game server and integrate them into graphics packages, stage elements, and triggers.” Keeping servers local is essential: “The challenge is balancing innovation with the real time sensitivity of esports. The game servers must be local to minimise delay for players.”

The team’s deep game knowledge helps smooth transitions. “We have a people internally who have a lot of knowledge about every game so the transition of adding or removing games has been super smooth. Our team of games specialists are able to work really close with both the publisher and players to make sure that we have the best coverage.

“It's amazing project to work on because there's so many challenges that you would normally not see in traditional sports and to be able to push what we can do is always interesting,” Fjellström says.

I ask him which game is the most difficult or complex to produce[ap1] . “I think you can see it from two different angles,” he replies. “We have the complexity of Battle Royale titles (like Fortnite) because it’s a very big game with a lot of teams to follow. But we also have complexity with certain games where they’re restricted by the publisher in terms of what we’re allowed to show.

“For some games, you can’t show red blood in certain countries. So you have to duplicate sources — one version without red, one with — and make sure they look the same, have the same cohesive style, and the production works the same. That means two different game clients, two different pipelines. That’s a different kind of challenge.

“But for me on this event, the biggest challenge is just the massive scale of everything. When you do one stage, it’s usually fine. When you do two stages the complexity multiplies fast.

“We’re changing the stage design because the venue is different. We need to change cameras, rethink where we’re placing 125 Micron nodes, and adjust depending on what type of camera system each stage uses.”

Riedel’s MediorNet Micron is the high-density signal interface that is the baseband network for this production. Last year’s event in Riyadh used a full SMPTE 2110 core.

There are 110 physical encoders processing around 280 streams concurrently for distribution to different platforms and media partners and also for monitoring and remote production.

“We’re producing almost 10–12 live hours per stage, four to five days a week,” he says. “On top of that, we produce in multiple languages and there are dedicated Chinese, French and English studios on site.

“In our facility in Stockholm, we have a team working with different remote tools to control, either the gear here, or do stuff on their own and send it to here. So we can, for example, have graphic editors working remote and sending the packages to us, and we can have operators sitting in one of our facilities and physically controlling devices here.”

Setup began on June 1 with remote testing beforehand, some of it in Poland.

Building a Nation‑based esports ecosystem

Beyond the logistics and broadcast strategy, McCabe is focused on the long‑term evolution of esports and particularly the debut of the Esports Nations Cup (ENC) this December in Saudi.

“ENC is a different property,” he says. “The reason we created these national competitions is to lean into the national fandom — the celebration of fans who may not follow endemic esports, but who support their nation.”

He compares it to football’s global appeal. “A lot of people who don’t necessarily follow football tune in to support their country. So ENC is a unique opportunity for us.”

The format brings players from different clubs together to represent their country — a deliberate contrast to the club‑based EWC. “We didn’t want it to be duplicative of the club championship,” McCabe says. “Bringing together players from different teams creates new dynamics and, hopefully, aligns fans to support together.

“A lot of clubs and players rely on this event. It helps them with long‑term operational sustainability. If we can help stabilise the club ecosystem and also help create a nation‑based ecosystem for esports, that would be our ultimate goal.”

As for  whether ENC will still locate in Riyadh given continuing instability in the Gulf, the Foundation is monitoring the situation. “Travel and transport safety in Saudi Arabia are stable,” McCabe says. “We absolutely hope ENC will take place there. It’s important to us.”

 

ends


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