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IN LEAGUE WITH REMOTE WORKFLOWS

To adapt quickly to the big industry changes of 2020, Riot Games started broadcasting remotely. It’s using the experience to build a new way of doing content

t ’s been a challenging year for sports, but one high-octane sector has weathered this year ’s trouble spots especially well – and even

come out the better for it. Esports broadcasting originated with small groups streaming their gameplay to their peers on a personal basis. Now, those early days have come full circle, with major esports competitors circumventing the big stadium events and streaming to fans at home directly. Riot Games, publisher of worldwide online battle arena hit League of Legends, has temporarily parked its record- breaking stadium battles for studio-based broadcasts to a fan base that just keeps on growing. “Esports has been in a unique

place,” says Jose ‘Diego’ Tramullas, head of esports production, Europe. “We don’t necessarily need the physical space to have a competition. Unlike traditional sports, we have been able to continue with our competitions.” Another contributing factor to the positive run that esports has had this year is the number of people staying at home. This has led to an increase in video

streaming in general, but for Riot, this has also meant a greater uptake in players of the company ’s games. However, all of this good fortune doesn’t mean there aren’t still problems to be solved. For example, Riot had to cancel this summer ’s League of Legends European Championship. Tramullas explains: “Over the last couple years, we were trying to find new ways of doing things, but it ’s human

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