Video: Esports for Broadcasters – Part III

In the last of three sessions on esports, the RTS Thames Valley looks at how vendors for the traditional sports market can adapt and serve this quickly growing market.

Guillaume Neveux from EVS sets the scene talking about the current viewing figures (44 million concurrent peak viewers for League of Legends) and revenue predictions of a 40% increase over the next three years. This is built on sponsorship and, like TV, this takes the form of ad insertion, and programme sponsorship (i.e. logo on screen) to name but two options. Esports has an advantage as they can control the whole world the sport takes place in. This means that advertising signs can be placed, live, on objects in the live stream which are seen by the viewers but not by the players, something which has been attempted in traditional sports but has yet to become common.

Guillaume also looks at how Twitch and YouTube Gaming work, commenting that one of their big differences from traditional sports is the chat room which scrolls next to the game itself. This lends a significant feeling of community to the game which is seldom replicated in traditional sports broadcasting. In general, esports is free to watch. Freemium subscriptions allow you to reduce the number of adverts seen and also improve the chat options.

The next part of the talk spotlights some of the roles unique to esports. The Caster is analogous to a commentator. They are there to weave a story, to explain what’s happening on screen and to add colour to the even by explaining more about what’s happening, about the people and about the game itself. Streamers are individuals who stream themselves playing computer games who, like YouTube personalities, can have extremely large audiences. An Observer is someone who moves around the game world but is invisible to the players, they are analogous to camera operators in that they can control their own view of the world and are also responsible for choosing which views from the players are seen. Essentially they are like a sub vision mixer feeding specific shots into the main programme as well as, in some circumstances, creating dedicated streams of shots for secondary streams. Graphics operators are just as important as in other types of programmes although aspect ratios are all the more tricky and this also involves integration into the game engines.

Guillaume also covers the equipment used by esports broadcasters. EVS is a premium brand with products honed to a very specific market. Guillaume explains that although the equipment may seem expensive, the efficiencies derived from buying equipment designed for your workflow a notable compared to creating similar workflows out of other equipment typically due to the added complexity, maintenance and workflow fit. At the end of the day, much of what traditional sports and esports needs is similar – slowmo, replays, graphics insertion – so only some modifications were needed to the EVS products to make them fit into the needed workflows.

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Speakers

Guillaume Neveux Guillaume Neveux
Business Development Manager EMEA,
EVS

Video: Esports for Broadcasters – CDNs

With massive, often global, online audiences, esports are highly reliant on great CDN strategies. CDNs exist to copy popular files to servers very close to the users. This takes the burden off the encoders at the heart of the stream. But doing this at scale to millions of people is a constant challenge.

Paul Martin from CDN provider Vecima, helps explain the challenges and solutions for esports producers and streaming services alike. Paul outlines the growth in video traffic which paints a positive future for the need for CDNs: 65% streaming growth in 2019, DAZN streamed to over 1 million people 100 times and over the next 5 years, market revenues are forecast to double.

When it comes to scaling, the CDN operates differently to the origination platform. For an esports provider their scale is in programming. The more channels they put out, the more they have to work. A CDN, however, will cache any files that are needed, so it really doesn’t matter whether there are 10 or 1000 assets or channels, the scale goes with the number of people who are accessing the service.

Multiple CDNs: Of course in the real world, providers actually use multiple CDNs to distribute globally. These connections between providers and ISPs are called peering points. There can be a lot of complexity involved with global distribution and some providers are concerned with losing control as their data passes over many third party network infrastructure. This is why many consider moving their own CDN servers into ISPs themselves allowing them more predictable performance and easier capacity expansion.

Paul talks about how this ‘netflix’ model of having your own CDN in ISPs comes into play at high scale and moves on to look at what the important themes are for streaming providers as they move from small startups through to high-scale, high maturity. For each stage, there are clearly definable problems to solve which change with size.

The talk ends with a look to the future and a Q&A talking about what’s monitored in CDNs, WebRTC, 5G and the growth of esports.

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Speakers

Paul Martin Paul Martin
VP Marketing, Broadcaster Market Lead,
Vecima

Video: What is esports? A crash course in modern esports broadcast

With an estimated global revenue of over USD1.1 billion1 and a global audience of almost half a billion people2, esports is a big industry and all accounts report it as growing. Although it sounds different, when you look behind the scenes, there’s actually lot of equipment and production that a broadcaster would recognise, as we showed in this behind the scenes footage that we featured in a previous article

Press play below as a taster before the main video to be a fly on the wall for five minutes as the tension mounts at this esports event final.

In this today’s talk from the Royal Television Society, Thames Valley, we’re introduced to esports from the bottom up: What it is, who does it and which companies are involved. I think esports is special in its ability to capture the interest of the broadcast industry, but exactly what it is and how it’s structured…few actually know. That’s all changing here, with Steven “Claw” Jalicy from ESL.

Steven explains that ESL is the largest company that runs tournaments and competitions outside of the games publishers. He explains that, unlike sports such as tennis, athletics and football which don’t have ‘owners’, all esports games have publishers who are able to control the way that gaming happens and have the ability to run tournaments themselves or, in effect, franchise this out around the world.

 
Steven takes us through the broadcast chain. Usually held in a stadium, OB kit and temporary set ups are nothing new to to the broadcast sports community. The first thing which is a change however, is ‘in-game’. There’s a lot more to covering esports than tennis in as much as for a tennis match you can turn up with some cameras and ball tracking kit and televise the games. Whilst doing it well is by no means trivial, with esports there are many more levels due to the fact that we have human players who are playing computer characters; to experience both the real and the in-game drama you need camera angles both in the real world and within the game. These in-game camera operators are call observers and just like real-life camera operators, their task is to capture all the action of the game. Sometimes this is done by following the players, sometimes by a birds-eye-view camera, depending on the game and, as ever, the publisher.

Naturally when you have a peak viewership of over a million people, streaming and live content distribution is really important. ESPN and, more recently, Eurosport have been airing esports so it’s important to realise that linear distribution is very much part of the mix for esports, it’s not an on-line only thing, though most of the numbers shared are the verified streaming numbers.

Steven talks about some of the challenges ESL faces in delivering the highest quality streams with so many tournaments happening and then moving to remote operation.

ESL prefers to build their own hardware for several reasons that Steven explains which include having the result fully-customisable and simplifying replacements. Similarly, ffmpeg and other open-source encoding is favoured for similar reasons.

The discussion finishes off with an extensive Q&A session including the ‘sanctity’ of the players’ equipment, the threshold for choosing to use vendor equipment (EVS vs Mediakind), transport over the internet and much more.

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1Statista revenue report
2Statista eSports audience report
Speakers

Steven Jalicy Steven “Claw” Jalicy
Global Head of Streaming,
ESL Gaming

Video: Understanding esports production

Esports is here to stay and brings a new dimension on big events which combine the usual challenges of producing and broadcasting events at scale with less usual challenges such as non-standard resolutions and frame rates. This session from the IBC 2019 conference looks at the reality of bringing such events to life.

The talk starts with a brief introduction to some Esports-only terms before heading into the discussions starting with Simon Eicher who talks about his switch toward typical broadcast tools for Esports which has helped drive better production values and story telling. Maxwell Trauss from Riot Games explains how they incubated a group of great producers and were able keep production values high by having them working on shows remotely worldwide.

Blizzard uses the technique of using a clean ‘world feed’ which is shared worldwide for regions to regionalise it with graphics and language before then broadcasting this to the world. In terms of creating better storytelling, Blizzard have their own software which interprets the game data and presents it in a more consumable way to the production staff.

Observers are people who control in-game cameras. A producer can call out to any one of the observers. The panel talks about how separating the players from the observers from the crowd allows them to change the delay between what’s happening in the game and each of these elements seeing it. At the beginning of the event, this creates the opportunity to move the crowd backwards in time so that players don’t get tipped off. Similarly they can be isolated from the observers for the same effect. However, by the end of the game, the delays have been changed to bring everyone back into present time for a tense finale.

Corey Smith from Blizzard explains the cloud setup including clean feeds where GFX is added in the cloud. This would lead to a single clean feed from the venue, in the end. ESL, on the other hand choose to create their streams locally.

Ryan Chaply from Twitch explains their engagement models some of which reward for watching. Twitch’s real-time chat banner also changes the way productions are made because the producers have direct feedback from the viewers. This leads, day by day, to tweaks to the formats where a production may stop doing a certain thing by day three if it’s not well received, conversely when something is a hit, they can capitalise on this.

Ryan also talks about what they are weighing up in terms of when they will start using UHD. Riot’s Maxwell mentions the question of whether fans really want 4K at the moment, acknowledging it’s an inevitability, he asks whether the priority is actually having more/better stats.

The panel finishes with a look to the future, the continued adoption of broadcast into Esports, timing in the cloud and dealing with end-to-end metadata and a video giving a taste of the Esports event.

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Speakers

Simon Eicher Simon Eicher
Executive Producer, Director of Broadcast, eSports Services,
ESL
Ryan Chaply Ryan Chaply
Senior Esports Program Manager,
Twitch
Corey Smith Corey Smith
Director, Live Operations Broadcast Technology Group,
Blizzard
Maxwell Trauss Maxwell Trauss
Broadcast Architect,
Riot Games
Jens Fischer Jens Fischer
Global Esport Specialist and Account Manager D.A.CH,
EVS