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Broadcast Tech Adopted for Esports Tournaments

“Mixing for eSports is dramatically different than live sports.”

Winter Park, FL (November 1, 2019)—With esports audiences reportedly totaling more than 200 million worldwide, organizations including EA Sports, Full Sail University, OGN and others are turning to traditional broadcast solutions to handle their complex tournaments.

“Mixing for eSports is dramatically different than live sports,” explains Jeri Palumbo, an A1 who has worked for many different broadcasters, covering a wide array of professional sports, including gaming. “There is a significant difference in the air time between the two … but live sports is also somewhat predictable, whereas esports is like the Wild West.

Full Sail Goes All-In on Esports

“As the A1, you are tasked with figuring out a way to collect all the audio into one source. For one recent esports project, I had 12 layers of 32 channels on a Calrec Artemis console, and I layered every single element that was in the studio. In esports, I often do a direct out 5.1 from the Calrec, which allows me to send a 5.1 out down one path instead of having to break it out into an individual-pack stems. For me, that’s a brilliant option.”

Located in Winter Park, FL, Full Sail University’s $6 million, 11,000-plus-square-foot esports arena named The Fortress is equipped with Calrec’s Brio36 console, outfitted with Dante I/O, MADI and Waves cards. According to Vincent Lepore, Full Sail’s director of event technical operations, “Full Sail has numerous Calrec consoles around the campus, so we were really comfortable with Calrec and what they do for a broadcast mix.”

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Riot Games has implemented Calrec’s RP1 remote broadcast mixing system and Artemis mixing consoles to create a workflow that overcomes the three major challenges of at-home production: latency, transport and control.

“Our workflow is unique to each game,” says Matthew Donovan, broadcast engineering manager at Riot’s West L.A. production facility. “You have to know the game, the capabilities and the limitations, and be embedded with the developers to be able to visually represent that game in an engaging way for its fans.”

Calrec Audio • www.calrec.com

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