Sunday, 2 August 2026

Patrick Stewart on Larry David’s HBO history sketch show “Life, Larry and the Pursuit of Unhappiness”

interview and words written for RED Digital Cinema

article here

The highly anticipated new sketch comedy show from Larry David is a whistle stop review of 250 years of United States’ history. Twenty eight iconic and historic moments from the Boston Tea Party to the Second World War via the Wright Brothers first flight are recreated over seven episodes in HBO series Life, Larry and the Pursuit of Unhappiness, effectively presenting cinematographer Patrick Alexander Stewart with 28 mini-period movies to shoot inside a fast‑turnaround sitcom schedule.

“It’s different period stories, from the 1700s to the 2000s, and as with Curb (Your Enthusiasm) this is structured improvision,” explains Stewart. “We know the destination but the actors decide how to get there. We shoot a take, then Larry, Jeff and co-producer, writers Rory Albanese and Tom Gammil huddle, adjust lines or beats, and we shoot again.”

Stewart is vastly experienced at shooting comedy and comic drama. He has photographed two seasons of Flight of the Conchords, seven seasons of The League, the last season of Arrested Development and the last four seasons of Larry David’s Curb Your Enthusiasm. He also enjoys a long term relationship with writer, producer and director Jeff Schaffer on more than 150 episodes (The League and Curb) and now on Life, Larry and the Pursuit of Unhappiness where Schaffer serves as director and showrunner.

“This series demanded something Curb never could which is scale, multiple locations, period detail and expressive lighting,” Stewart says. “Unhappiness is full of light and shadow. I could be more dramatic with color and contrast, even use lantern light. It opened the toolbox.”

In addition to David, the series features guest stars including Bill Hader and Kathryn Hahn (as Abraham Lincoln and Mary Todd Lincoln); Jon Hamm and Sean Hayes (as the Wright Bros’) Jerry Seinfeld as explorer William Clark and even Barack Obama, whose production company Higher Ground is a producer of the show.

Stewart and Schaffer began by mapping out every story in advance. “This didn’t just mean color palettes,” he says. “We made initial decisions for each segment such as whether to go high contrast or muted and low‑angle, and with what camera movement. Whatever suited the period.”

He tested ARRI Alexa, Sony Venice, and the RED V‑RAPTOR XL [X] side by side. The decision came down to extended highlight latitude.

“I knew I wanted a different camera [from Curb]. I felt that the Alexa hasn’t changed much in recent years. The Venice was good but the Raptor XL [X]’s extended highlights sold me.

He explains, “I knew I’d be shooting big bright windows — like the Declaration of Independence scene (a studio set for the Independence Hall, Philadelphia) — and I wanted to hold detail in the highlights, not blow them. I didn’t want nuclear white. The RED gave me the range I needed. We shot with and without extended highlights depending on the scene.”

Reliability mattered too. With David in every scene and already having been two hours in makeup before the day’s shoot began, scenes needed to be shot with efficiency. “This is the kind of show where I can’t have cameras down. The RED never failed. Not once. And we covered each scene multi-cam with three V‑RAPTOR XL [X].”

Stewart shot 5.7K RAW (6K/S35), with and without extended highlights depending on the scene. He avoided LUTs entirely, preferring a clean negative and shaping the look later with colorist Gareth Cook at The Foundation in Burbank.

“I don’t always like working with LUTs. In this case, I’d already tested the camera and knew how far we could push the image. For black‑and‑white sequences, such as the segment set during the McCarthy communist ‘witch hunt’ we’d turn off color on the monitors, but otherwise we shot clean and built the look in post.”

Most of the look ultimately comes from color correction. “Gareth is fantastic. He’ll try different approaches before we commit, so we don’t waste time going down the wrong path.”

From the OK Corral to Deep Throat

Some sequences demanded faithful homage. For the Watergate episode, where David plays Deep Throat in a parking garage, Stewart and his team studied the iconic scene from All the President’s Men (1976).

“We wanted to get as close as possible to the darkness tinged with blue light, the cigarette smoke,” he says.

For the OK Corral, they revisited classic westerns like Gun Fight at the OK Corral (1957), analysing everything from low‑angle framing to costume tones.

“Sometimes we copied closely, other times we just borrowed ideas, like pushing yellows and greens or pulling reds to create subtle imbalances. Sometimes grain worked beautifully. Other times it took you out of the story so we used it selectively.”

Despite the show’s ambition, Stewart stresses it wasn’t a high‑budget production. Wardrobe and extras consumed much of the spend, so he had to choose his “toys” carefully.

Movement came from a mix of Technocranes (20‑, 30‑ and 50‑foot), a small electric vehicle with a mounted arm, and frequent use of sliders for subtle, elegant motion. Handheld was rare, reserved for iconic moments like the V-J Day kiss in Times Square.

Lens-wise, Stewart relied primarily on Fujinon Cabrios — the 14-35, 19-90 and 85-300 — supplemented by cine primes and specialty lenses for sequences like the stark monochrome chosen to depict the McCarthy trials.

“The Cabrios are so functional. Operators can follow action, zoom, adjust quickly. If I wanted really shallow depth of field, we’d switch to primes, but most of the time we were on the 19–90s.”

A daily creative challenge

Every day brought a new era, new costumes, new makeup, new lighting challenges, and new visual rules.

“I was wonderfully challenged day after day. Every day was a different story, a different time period, a different everything.”

Stewart credits his longtime collaborators including gaffer Carlos M. Torres, A Cam Patrik Thelander, B Cam Miguel Medina and key grip Ron Tondreau with helping him execute the show’s visual language.

“I can’t wait for people to see this,” he says. “It’s unusual, smart, and really timely. Some lines land like harpoons because of what’s happening in DC. I’m just so proud of it.”

Crafting the Contenders: How Beef Supervising Sound Editor Christopher Gomez Rebuilt the Series’ World from Scratch for Season Two

Interview and copy written for Sohonet

article here

Netflix's comedy-drama Beef returned for its second run with a new cast, new locations, and a new story, but with the same expectation of emotional precision and sonic authenticity that made the series an award winner. Season Two received 16 Emmy nominations including one for Supervising Sound Editor Christopher Gomez of Formosa Group, who notes that the approach to the anthology's sophomore outing was almost a complete reinvention. 

‍“Season 1 and Season 2 both feel like the world of Beef,” Gomez explains, “but thematically they’re very different. The stories unfold differently, the environments are different, and the characters inhabit completely new spaces. We had to start afresh.”

Season 2’s palette was defined by an exclusive country club, immaculate interiors and lavish gated communities. Filming took place in a variety of California locations with additional scenes set in a hotel in Seoul, South Korea. 

Under the direction of showrunner Lee Sung Jin — known to the team as ‘Sonny’ — and director Jake Schreier, the sound department was tasked with building a world that felt clean, polished and sharply controlled. 

“Our guiding principle for the season was less is more,” Gomez explains. “We tried adding sounds, and sometimes it just felt too busy or not pristine enough. So, we stripped things back. Then we added back sounds of distant waves or seagulls for minimal ambience. It took a lot of trial and error.”

The series follows an argument that spirals out of control. Whereas S1’s ‘beef’ was the result of a road incident between strangers, the toxic feud in S2 is sparked when a heated exchange between a married couple Josh and Lindsay, played by Oscar Isaac and Carey Mulligan, is used as blackmail by another pair played by Charles Melton and Cailee Spaeny..‍

Because the anthology format meant nothing from S1 could be reused, the team had to build every environment from scratch. Jin’s script and creative brief helped shape the soundscape, but intuition on the part of the sound team played an equally important role. 

“The goal was to create a world that felt real, but also emotionally charged,” Gomez explains. “A place where silence could be as expressive as noise. When you go ultra-realistic, the emotion can disappear. We had to find ways to keep it grounded but still resonant.”

A caught-on-iPhone video of the initial verbal sparring in episode 201 between Josh and Lindsay reappears throughout the story. This incident not only sets off everything else that happens on the show, but the viral clip needed to be identical every time it played.

“We worked closely with the picture editors because the moment was tied to VFX,” Gomez explains. “We built the fight in real time first with all the yells, crashes and impacts of Lindsay breaking paintings and glass objects [with a golf club] then extracted the exact section that becomes the loop.”

Production recordings were blended with sound effects for the offscreen action and with ADR work from Isaac and Mulligan, creating a layered, escalating tension. 

“Even though the physical altercation happens at the end of the cold open, the build-up starts the moment the episode begins. It’s a slow, deliberate rise toward an eventual cacophony where Josh and Lindsay are screaming and breaking things.

“Sonny and I spent a lot of time shaping that progression. The offscreen yelling had to feel perfectly timed and emotionally accurate. We worked closely with our picture editors to determine exactly what the audience should hear and when, so the tension ramps into the final explosive moment.”

The ER needed to feel like hell 

If the elite country club demanded restraint, episode 204’s hospital scenes demanded the opposite.

“The ER needed to feel like hell,” Gomez says. “A place you desperately want to escape. The challenge was creating constant activity without distracting from the dialogue.”

Nurses, patients, distant yelling and equipment was placed with surgical precision. The sound never stops, but the viewer isn’t always consciously aware of it.

Then, when Austin (Melton) steps into the hallway for a phone call, the soundscape collapses into near-silence. Just the hum of fluorescent lights and a vending machine.

“That contrast makes the environment feel suffocating,” Gomez says. “It’s one of my favorite moments.”

Needle drops from the early 2000s pepper the soundscape and are skilfully integrated with Finneas O’Connell’s score.

“We usually get a temp score early, but the final often arrives the night before the mix,” Gomez says. “The first time we hear everything together is on the stage.”

He credits music editor Luke Dennis’ role in aligning the score with the sound design. One standout moment in 204 is when Ashley (Spaeny) on a hospital bed gets wheeled into surgery at which point the score takes over entirely.

“It becomes almost music-video-esque,” Gomez says. “It’s relentless and emotional.”‍

Gomez worked closely with re-recording mixers Andrew Lange and Penny Harold on the eight episodes. “I handle all the editorial materials — prepping dialogue, cutting ADR, and making sure all the sound effects (courtesy sound effects editor, Jerry Lafuente) and Foley are ready to go. Then I bring everything to them.

“For Beef, Penny is our dialogue and music mixer, so she handles all the dialogue, ADR, and Finneas’s score. Andy is our sound effects and Foley mixer. They each have their own workflow, but they work in tandem to prep their elements and then bring everything together into a cohesive episode.

“Once we have a version that feels like a complete piece, that’s when Sonny comes in. He’ll sit with us, review the episode, give notes, and we’ll fine-tune until we reach the point where he signs off. There’s always a fair amount of prep involved before we get to that review stage — making sure the episode is in the right shape to present.”

From railroads to re-recording stages

Gomez’s recent credits include Only Murders in the Building (2024), The Lincoln Lawyer (2022), Say Nothing (2024), Washington Black (2024), and the revival of The Wonder Years (2021–2023).

He has had an unusual route into the industry. Before joining Formosa in 2019, he worked for over seven years at a railroad. Dreaming of becoming a music engineer he decided to return to school and his life changed.

“A post-production sound class changed everything,” he says. “I didn’t know this world existed. I fell in love with the idea that you can build sound for picture, that you layer effects like chords in music. [Composer] Danny Elfman was and remains one of my heroes. It just clicked.”

Equally adept cutting dialogue, ADR and sound effects, what Gomez loves most is the collaborative, interpretive part of the craft.

“I love supervising and the opportunity to interface with clients, understand their sonic vision, and shape it with the team,” he says. “It’s storytelling through sound.”

 

BTS The Odyssey

IBC

Art and technology combine for epic storytelling, if you believe the marketing for Christopher Nolan’s latest

article here
If you’re going to make a film of a poem compiled 3000 years ago and based on events 7000 years before that, you may as well as do so with the scale of set, ambition, spectacle and technology that Hollywood used to recreate Babylon back in 1919.
An all-star cast, thousands of extras, multiple exotic location shoots and a budget reported as $250 million all spell epic but it was the custom camera technology that allowed writer director Christopher Nolan to film The Odyssey entirely using IMAX cameras.
No-one can have failed to miss that. It’s such a huge part of the film’s marketing that there was surely a risk that this dry technical feat could swamp the drama. The reason is simple: There’s no way streaming can compete with the scale of this format.
Nolan has said it’s been his dream to shoot a movie entirely in IMAX since he was 16 and first saw IMAX documentary films. He’s shot progressively more of his films in the format from The Dark Knight to Oppenheimer, always wanting to go further.
“The thing that always stopped us was the sound,” he explains in a promo video released by Universal Pictures to accompany release.
IMAX cameras have gained a reputation for being noisy when turning over, perhaps unfairly since all film cameras will make sound due to the mechanical sprockets and rollers operation of moving negative through at speed. It’s just that IMAX 70mm film is bigger; three and half times the size of 35mm in fact. Each frame has five perforations and is run vertically through the camera.
That means the cameras are also bulky and therefore not particularly agile. No-one’s going to be carrying an IMAX handheld – at least until The Odyssey when DoP Hoyte van Hoytema (Interstellar, Tenet, Oppenheimer) did shoot holding an IMAX camera on his shoulder.
A year in advance of photography, Nolan, producer Emma Thomas and van Hoytema went to IMAX to see what it could do. Turns out, IMAX bent over backwards to design for them a new camera called The Keighley (in homage to IMAX pioneer David Keighley who passed away shortly after completing his review of dailies for Nolan’s film).
“The high‑level objective was to make it feel like a modern camera while keeping all the legacy aspects [of IMAX] built into one system,” explains David Kempling, IMAX Director of Film Operations in an Instagram post.
“Each individual IMAX frame is about 14 to 16K of resolution, and that’s per colour. Digital cameras are fantastic and absolutely have their place, but when you’re talking about the best possible resolution and the best possible image quality, nothing is ever going to match what you can do with one of our cameras. We’re taking a technology that’s a century old and making it cutting‑edge.”
The innovations included a custom blimp designed to encase the camera’s mechanical operation so as to not drown out dialogue.
“In reality, it’s not a new idea. People have built blimps before, but no one had ever made one for an IMAX camera,” reports Paul Constantinou, IMAX VP of hardware engineering in another Insta teaser. “It all started with Hoyte basically saying, ‘Just solve the problem for us.’”
They took a recording of the camera and played it back through the biggest JBL Bluetooth speaker they could find through different iterations of boxes, “trying to figure out how to eliminate the sound.”
“About a month into shooting,” Constantinou continues, “I got an email from one of the techs. She said Hoyte wanted me to see this video — it was a helicopter lifting a box. They were flying it up a mountain to shoot in a cave for a couple of days.
“When we met Hoyte at the end of production, he told us that this box was the most essential piece of technology on the movie. Hearing that was insane. Every time [an actor on-screen] was speaking, the camera was in that box.”
The boxed camera however increased its already sizable footprint. “It’s a gigantic, super‑heavy box, but as filmmakers we’re not supposed to be comfortable,” says Van Hoytema in one of a series of Universal promo videos. “We’re supposed to give the audience the best experience possible.”
Star Robert Pattinson said it was like “shooting with an SUV” which could be an issue for actors who want to feed off the performance of the actor opposite them.
“The problem was you couldn’t get close enough to the lens for proper eye contact,” explains actor Anne Hathaway to Collider.
The solution was to invent a mirror system attached to the camera so that while one actor was performing their line to camera they could see the other actor as if line-of-sight in the mirror.
“It would reflect right next to the lens even though I was physically [in a different position],” actor Matt Damon told ITV News. “It worked so well that these really emotional scenes I have with Annie at the end...in my memory of shooting those scenes I don't remember that I was looking into the mirror I just remember Annie's eyes.”
The new camera is built from carbon fibre (and corrosion resistant materials) but even so with the blimp weighed 400-lb so you’d think the machine would move slowly.  “It actually moves faster than if you were shooting on an iPhone,” Pattinson claimed.
“Before we knew it we were up on cliffs with it, in boats with it, and every day it became easier to work with,” Hoytema added.
The Oscar winning cinematographer commended his focus puller, grips and gaffer for wrangling the equipment as well as the “very important” IMAX technician on set.
“These people can make life a lot easier for you. I always try to be as practical as possible [in terms of the ] infrastructure around the camera or difficulty of moving it around. These are all practical problems, [and] all easy to handle with the right mentality. So you forget a little bit about those problems and remember how beautiful the format is.”
The camera’s short magazines require frequent reloading, so they developed a protocol in which the entire set remained silent so the actors could, in Van Hoytema’s words, “stay in the zone.”
Over 2 million feet of IMAX 70 mm film was used to shoot the production which shot for 91 days between February and August 2025 on location in Morocco, Greece, Italy, Iceland, Scotland and the US.
Nolan could have faked it on a soundstage. “I’ve developed a reputation for not liking visual effects. But, you know, my films have won three Oscars for visual effects,” he told Time. “I know a lot about [VFX] and I’m really fascinated by it. But I like to make films with a very grounded tone.”
VFX are handled by Nolan’s regular partner Dneg under the control of Production Supervisor Andrew Jackson. Wētā Workshop supported Costume Designer Ellen Mirojnick and Property Master Guillaume Delouche in creating practical creature effects. Mirojnick herself oversaw the creation of 5,300 costumes.
In a nod to the stop-motion animations of Ray Harryhausen in action-adventure movies like Jason and the Argonauts (1963), Nolan’s one-eyed monster Cyclops is a 12-metre (40ft) animatronic puppet.
While for the Trojan Horse prologue, the production constructed multiple 10-metre-high horses and marshalled thousands of extras. Nolan shot at the ancient walled town of Aït Benhaddou, in Morrocco (also famous for Ridley Scott’s Gladiator films) with the earthen architecture augmented by elaborate sets to allow for 360-degree shooting.
“Every production we look at each other and we say, ‘Wouldn’t it be wonderful if we do this entirely on IMAX?’” van Hoytema says. “On [this] film, I think we cracked the code.”

Behind the Scenes: Esports World Cup

IBC

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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


 [ap1]

Wednesday, 15 July 2026

Gladius debut punches in new driven era of sports

Streaming Media

article here 

When British boxer Harlem Eubank walks into London’s Copper Box Arena on 18 July, the welterweight bout against French challenger David Papot will be the first globally broadcast fight in which every punch, feint, collision, and moment of fatigue is captured, analysed, and visualised by a new AI‑powered broadcast layer.

Gladius is a platform that fuses AI, wearable sensors, volumetric video, spatial audio, and real‑time analytics into a single broadcast‑ready system.

DAZN will use the tech in its broadcast presentation though fans in the arena will see even more of the resulting data overlays.

“We set out to make live sports more engaging, more interactive, and more intelligible to audiences who increasingly expect data‑rich, personalised viewing experiences,” explains Dr Alastair Moore a computer scientist and UCL lecturer who has been working on Gladius for three years working alongside CEO Oliver Hickey.

Moore is also co‑founder of Satalia (acquired by WPP for $100 million) and founder of DeepFlow, and  sits on the board of the UK’s largest deep tech accelerator, ConceptionX. 

He compares the Gladius experience to cricket’s Hawk‑Eye and Snicko systems (Hawk-Eye is also used to help officiate line calls in tennis, VAR in soccer among numerous other sports). “The original idea was just having a lot more feedback as to what’s actually happening… certainly for a novice viewer, but increasingly for a professional viewer as well.”

That feedback begins with six wearable sensors on each fighter — one on each glove, boot, the rear waistband, and the gumshield. These sensors capture accelerometry, momentum transfer, and micro‑movements that computer vision alone cannot reliably detect.

“If I threw a punch and pulled all the momentum out at the last minute, it would look very similar on camera,” Moore explains. “For that reason, you need the sensor on the glove.”

The sensors are paired with two computer‑vision systems: one for punch classification (jab, hook, uppercut), and one for volumetric capture. Spatial audio adds a third modality, giving the system a different fidelity on contact events.

“Any one of these modalities can fail,” Moore says. “So what we’re doing is combining these different technologies together to have a single gold‑standard ground truth about what actually happened in the fight.”

Gladius reports 95% accuracy across analytics validated on more than 100 fighters.

Volumetric replays

A striking features is a volumetric replay system comprised of a 23‑camera array mounted above the jumbotron. It captures a point cloud of the ring, allowing the production team to reconstruct any viewpoint after the fact.

“From that point cloud, you can reconstruct any trajectory through the light field,” Moore says. “You’re not tethered to the cameraman on the corner post or the boom. Once you know what action has happened, you can re‑render any viewpoint you want.”

Today, those replays are not fully real‑time. “You can produce certain renderings within a minute, and pretty much any rendering within three minutes,” Moore says. “So you’re looking at between rounds.”

But he expects real‑time volumetric replays within a year, driven by faster GPUs and engineering optimisations that avoid rendering the entire scene.

“Instead of rendering the entire scene, you render only the changes in the scene where the fighters are. That’s how you make the processing dramatically faster.”

Hickey calls the effect ‘Matrix‑style,’ and says it will fundamentally change how fans understand combat sports.

The next wave of biometrics

Beyond punches, Gladius is testing lactic‑acid sensors and pulse‑oximeter monitors — tools that could quantify fatigue, recovery, and tactical pacing.

“You can start to understand fatigue in a way you can’t really at the moment,” Moore says. “Is a fighter in round five taking a rest, or are they coasting as a tactic?”

The challenge is more regulatory than technical. “It’s a long negotiating process with the Board of Boxing Control about deciding what information is available, to whom, and when,” he says.

Still, the potential is enormous. Heart‑rate variability, recovery curves, and metabolic load could become part of the broadcast experience (as well as part of coaching, judging, or athlete welfare systems).

Why combat sports came first

Moore says boxing was the ideal launchpad for Gladius because it avoids the multi‑year commercial cycles of leagues like football or tennis.

“Combat sports can be taken on a fight‑by‑fight basis,” he says. “If we wanted to put on the world championship, we could bid for it and hold it in our back garden if we want.”

The geometry also helps: two fighters, a constrained space, and predictable movement patterns.

Kickboxing, MMA, and even Power Slap are already being tested. Racket sports are next. Football will come later, once volumetric capture scales to larger fields of play.

“The rate of change in computer vision is so dramatic that things technically challenging now probably aren’t challenging in 24 months,” Moore says.

The streaming backbone

Gladius is part of a three‑way partnership with Eluvio and Satalia/WPP, announced last year and initially targeted to work with events in Saudi Arabia and the Gulf states.

Eluvio’s Content Fabric Protocol dramatically reduces streaming latency and distribution costs, Moore claims.

“Your normal broadcast stream has a latency of 15–30 seconds. Eluvio, in principle, has this down below two seconds, possibly below one second globally. If you can watch sports in real time lots and lots of new things become possible.”

For sports streaming, that opens up greater potential for viewer engagement as well as prediction (gaming) markets to multi‑angle user‑selected feeds.

“Rather than being given the one camera feed,” Moore says, “you can choose what streams you want to look at… follow this player, follow this car.

“Some of this stuff is possible on the current broadcast CDN backbone, but it's quite difficult and quite expensive. With Eluvio, lots and lots of user or viewer-led permutations become possible.”

The volumetric replays, in particular, become far more powerful when paired with Eluvio’s low‑latency infrastructure.

Satalia’s involvement focuses on audience modelling and advertising optimisation.

“Lots of advertising and user‑targeting models aren’t really focused on a sporting audience,” Moore says. “Sports viewers have a whole lot of interesting characteristics in their own right.”

As Gladius generates new forms of engagement data (punch analytics, fatigue curves, volumetric interactions) Satalia aims to help rights‑holders understand who their viewers are, what they watch, and why.

“We’re trying to target sports as a viewership. If you look at most advertising and user‑targeting models, none of them are really focused on a sporting audience. And a sporting audience has a whole set of interesting characteristics in its own right.

“The broad idea is that as these new sets of data, new engagement techniques, and new forms of choice for the end consumer become possible, you open up many more ways for brands and advertisers to engage. It’s the beginning of a much more nuanced relationship with the sports viewer. Social media has also disaggregated a lot of rights‑owners’ understanding of who watches their content and why.

“Business 101 is know your customer,” Moore adds. “Ultimately lots of sports just have no idea who their customer is at the moment.”

Gladius is being framed as a solution to a structural problem within the sports industry.  Younger audiences are disengaging from traditional sports broadcasts, and rights‑holders need new ways to justify rising media‑rights costs.

“This is the beginning of a new era of combat sports,” Hickey says. “Gladius creates a single, trustworthy source of truth… insights that turn raw action into compelling understanding.”

The Copper Box Arena debut will be the first time it all gets glued together. “We’ve done test events piece by piece, but this is the first full deployment,” Moore says.

The company is already in discussions with major promoters including Queensberry and Matchroom. MF Pro, which holds the DAZN deal for the Eubank–Papot fight, is expected to continue working with the company.

Saudi Arabia remains a strategic market, though geopolitical events have slowed progress. “We have spent a lot of time in Saudi,” Moore says. “Ultimately at the moment slightly unproductively, but we will get there.”