Broadcast of the esports tournament Lady MVP Season 7

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Esports tournaments are about precision, pace, and complete coordination. For the final of Lady MVP Season 7: MWI EECA Qualifier, weorganized an online broadcast of the tournamentbased on Mobile Legends: Bang Bang. The importance of the event was the winner's advancement to the international level with a prize fund of $500,000. For the studio, this was the first large project in esports and an important step in development: a new format, a high pace: the team arrived at the venue by 8 a.m., although the tournament itself started only in the evening — preparation took the whole day, a technically complex broadcast, and valuable experience for future broadcasts.

organization of esports broadcast

Goal:

We faced the task of broadcasting the LAN final of Lady MVP Season 7 live, both online and on screens at the venue. We needed to organize filming, capture the screens of 10 mobile devices of esports players, from which they participated in the tournament, connect 10 webcams installed on players' laptops, as well as use 5 cameras in the hall, including 2 on steadicams, and transmit all video to the control room for processing. It was also necessary to overlay complex graphics and replays, ensure stable communication with the hosts, and reliable internet at the venue. All this had to be done quickly, efficiently, and without failures.

organization of online broadcasts

What we did:

The project work began with detailed technical planning and task setting — we worked out the video stream transmission scheme, camera connection, and broadcast scenario with the hosts. Before the launch, we conducted technical tests and several conference calls with the client to discuss all nuances in detail and think through every step and decision down to the smallest detail. After agreeing on all details, the team was formed.

To implement the project, we used:

  1. A director who managed the entire broadcast and coordinated the team's work.
  2. Camera operators, including two on steadicams, for dynamic shooting from different angles.
  3. An engineer to set up video capture from 10 external webcams and stream transmission over the local network.
  4. A graphics director who integrated complex animation, titles, statistics, and output everything through vMix.
  5. The video engineer was responsible for video signal stability and correct operation of the equipment.
  6. The video conferencing engineer provided reliable communication with remote participants and stable connection to platforms.
  7. A sound engineer for high-quality audio and communication with the hosts.
  8. A project manager to coordinate interaction between all parties.

We organized the installation and configuration of equipment: capturing the screens of 10 players' mobile devices, 10 external webcams installed on their laptops, two cameras on steadicams for dynamic shooting, as well as a graphics station for outputting the analytics studio, replays, and statistics. We conducted several technical run-throughs and tests at the venue with the participation of players and hosts.

Result:

The project became an important stage for our studio: we successfully handled a complex broadcast that involved three static cameras and two cameras on steadicams, ten FullHD webcams, screen capture of ten players' mobile devices, complex in-game computer graphics, a replay station for highlights and analytics, as well as the connection of two remote speakers. We output all of this online and to the venue's screens, while providing internet connection redundancy for a stable broadcast.

The organization of filming, graphics integration, precise scene switching, and coordinated teamwork ensured a high pace and spectacularity of the entire broadcast.

organization of esports