FEED Issue 25

43 XTREME Esports & Mixed Reality

WE ALLOCATED TIME TO CAMERA REHEARSALS WITH THE SHOUTCASTERS AND PLAYERS IN AND OUT OFMIXED REALITY

Overall, Flux Broadcast distributed an incredible 144 feeds throughout the broadcasting structure and to various vendors. Mason divulges that “one of the biggest hurdles of an esports production is the sheer amount of feeds that you have to work with”. “For the 2019 Omen Challenge, meticulous planning was required and we had to allocate time towards camera rehearsals with the shoutcasters and players both in and out of the mixed-reality environment,” he adds. The roles of game observers, esports referees and shoutcasters would have been completely alien to broadcasters a couple of years ago. But understanding their specific needs has opened up opportunities for companies like Flux Broadcast who act as a link between new tech and traditional broadcasting techniques.

“Being based in a virtual world, augmented reality and mixed reality broadcast technology feels like it has an incredibly high potential for esports, especially when used to blur the lines between the virtual world of the game and the physical world of the players. “Esports is ultimately about the gameplay,” continues Mason. “So every new technique has to work to support that. Old-school programming and scripting can’t be written off, and close attention to the balance of gameplay versus non-gameplay is paramount. It’s just as important to give time to segments that create narrative and provide an emotional element to the tournament as it is to use new technology. I believe we achieved

COMING TOGETHER Getting the right balance of new tech and traditional broadcast can make for a great audience experience

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