With live sports currently on hiatus, esports events have made the leap from fringe to front stage in a matter of weeks. These online tournaments are being produced remotely and pulling in massive audiences – not only on Twitch and YouTube, but also on major linear sports networks like ESPN.
The SVG Esports Production Virtual Series takes you behind the scenes of these live productions and goes inside the groundbreaking virtualized and cloud-based technologies being used by Activision Blizzard Esports, EA, and more. Learn how production teams from top esports leagues and publishers are delivering content to their fans from the comfort and safety of their own homes.
PROGRAM AT A GLANCE
- Welcoming Remarks presented by Grass Valley
- Inside Activision Blizzard Esports’ 100% Cloud-Based Production Ecosystem
- How EA Brought Live Esports Back On-Air With a Fully Remote Production Workflow
- LTN Global Case Study
- Behind the Scenes: Riot Games’ Virtualized Production Model Keeps LoL Esports Broadcasts Rolling
- Technology Focus: Esports Production
- Live Audience Q&A With Speakers
REGISTER TO WATCH NOW!
Featured Speakers
CLICK HERE TO DOWNLOAD PRINT PROGRAM
Welcoming Remarks presented by Grass Valley
Inside Activision Blizzard Esports’ 100% Cloud-Based Production Ecosystem
With its esports leagues forced to shift from in-venue events to online tournaments due to the coronavirus pandemic, Activision Blizzard Esports quickly accelerated its plans to move to a cloud-based, remote production workflow in order to deliver live Overwatch League (OWL) and Call of Duty League (CDL) events to fans across the globe — with the entire crew located safely at their respective homes. Learn how the Blizzard broadcast team is utilizing revolutionary next-generation production solutions to produce live events in a 100% cloud-based ecosystem.
Moderator: Jason Dachman, SVG, Chief Editor
Speakers:
Pete Emminger, Activision Blizzard Esports, VP, Global Broadcast
Corey Smith, Activision Blizzard Esports, Director, Live Operations, Global Broadcast
Ryan Cole, Activision Blizzard Esports, Senior Tech Manager, Global Broadcast
How EA Brought Live Esports Back On-Air With a Fully Remote Production Workflow
As shelter-in-place orders went into effect across the Bay Area in mid-March, EA’s esports broadcast team in Silicon Valley’s Redwood City suddenly found itself banished from its own studios and unable to produce the live esports content it had ramped up dramatically since opening the EA Broadcast Center exactly one year prior. Rather than admitting defeat, however, the team snapped into action and created a remote-production workflow from scratch in a matter of days to resume live streaming online tournaments — from the comfort of the crew’s own homes.
Speaker: Joseph Lynch, EA, Head of Broadcast
LTN Global Case Study: Madden Bowl 2020 – Taking Esports Production to the Next Level
This session will explore new ways for brands to produce esports events from a multitude of locations, in ultra-high-quality, and at scale. LTN Global will discuss how its remote production solution enabled EA to bring the Madden Bowl 2020 from remote studio sites to deliver captivating esports content to fans across 18 days.
Presenters:
Joseph Hopkins, LTN Global, Senior Vice President, Business and Corporate Development
Colin Moran, LTN Global, Vice President of Product Management, Production
Behind the Scenes: Riot Games’ Virtualized Production Model Keeps LoL Esports Broadcasts Rolling
In order to keep broadcasts of its multiple League of Legends regional esports leagues across the globe up and running when the coronavirus pandemic hit, Riot Games created an entirely new cloud-based virtualized live-production workflow that would allow both players and production crew to be located safely at home. Riot, which has been embracing cloud-based and remote-production workflows for years, provides an update on how they spun up this unique production ecosystem from scratch and how they have continued to streamline workflows in the months since.
Interviewer: Jason Dachman, SVG, Chief Editor
Speaker: Scott Adametz, Riot Games, Lead, Esports Technology Group
Technology Focus: Esports Production
With live sports currently on hiatus, esports events have made the leap from fringe to front stage in a matter of weeks. These online tournaments are being produced remotely and pulling in massive audiences – not only on Twitch and YouTube, but also on major linear sports networks like ESPN. Learn how leading technology vendors and esports content creators are working together to create groundbreaking new workflows to deliver live content to fans during these challenging times.
Moderator: Jason Dachman, SVG, Chief Editor
Speakers:
Mike Cronk, Grass Valley, VP, Core Technology
David Hoffman, Blackmagic Design, Business Development Manager
Andrew Wagnitz, NGE, Director of Broadcast and Technology
Live Audience Q&A With Speakers
Featured Speakers
REGISTER TO WATCH!
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Full Program
CLICK HERE TO DOWNLOAD PRINT PROGRAM
Welcoming Remarks presented by Grass Valley
Inside Activision Blizzard Esports’ 100% Cloud-Based Production Ecosystem
With its esports leagues forced to shift from in-venue events to online tournaments due to the coronavirus pandemic, Activision Blizzard Esports quickly accelerated its plans to move to a cloud-based, remote production workflow in order to deliver live Overwatch League (OWL) and Call of Duty League (CDL) events to fans across the globe — with the entire crew located safely at their respective homes. Learn how the Blizzard broadcast team is utilizing revolutionary next-generation production solutions to produce live events in a 100% cloud-based ecosystem.
Moderator: Jason Dachman, SVG, Chief Editor
Speakers:
Pete Emminger, Activision Blizzard Esports, VP, Global Broadcast
Corey Smith, Activision Blizzard Esports, Director, Live Operations, Global Broadcast
Ryan Cole, Activision Blizzard Esports, Senior Tech Manager, Global Broadcast
How EA Brought Live Esports Back On-Air With a Fully Remote Production Workflow
As shelter-in-place orders went into effect across the Bay Area in mid-March, EA’s esports broadcast team in Silicon Valley’s Redwood City suddenly found itself banished from its own studios and unable to produce the live esports content it had ramped up dramatically since opening the EA Broadcast Center exactly one year prior. Rather than admitting defeat, however, the team snapped into action and created a remote-production workflow from scratch in a matter of days to resume live streaming online tournaments — from the comfort of the crew’s own homes.
Speaker: Joseph Lynch, EA, Head of Broadcast
LTN Global Case Study: Madden Bowl 2020 – Taking Esports Production to the Next Level
This session will explore new ways for brands to produce esports events from a multitude of locations, in ultra-high-quality, and at scale. LTN Global will discuss how its remote production solution enabled EA to bring the Madden Bowl 2020 from remote studio sites to deliver captivating esports content to fans across 18 days.
Presenters:
Joseph Hopkins, LTN Global, Senior Vice President, Business and Corporate Development
Colin Moran, LTN Global, Vice President of Product Management, Production
Behind the Scenes: Riot Games’ Virtualized Production Model Keeps LoL Esports Broadcasts Rolling
In order to keep broadcasts of its multiple League of Legends regional esports leagues across the globe up and running when the coronavirus pandemic hit, Riot Games created an entirely new cloud-based virtualized live-production workflow that would allow both players and production crew to be located safely at home. Riot, which has been embracing cloud-based and remote-production workflows for years, provides an update on how they spun up this unique production ecosystem from scratch and how they have continued to streamline workflows in the months since.
Interviewer: Jason Dachman, SVG, Chief Editor
Speaker: Scott Adametz, Riot Games, Lead, Esports Technology Group
Technology Focus: Esports Production
With live sports currently on hiatus, esports events have made the leap from fringe to front stage in a matter of weeks. These online tournaments are being produced remotely and pulling in massive audiences – not only on Twitch and YouTube, but also on major linear sports networks like ESPN. Learn how leading technology vendors and esports content creators are working together to create groundbreaking new workflows to deliver live content to fans during these challenging times.
Moderator: Jason Dachman, SVG, Chief Editor
Speakers:
Mike Cronk, Grass Valley, VP, Core Technology
David Hoffman, Blackmagic Design, Business Development Manager
Andrew Wagnitz, NGE, Director of Broadcast and Technology
Live Audience Q&A With Speakers
Featured Speakers
Speakers
Scott Adametz, Riot Games, Lead, Esports Technology Group
Scott Adametz serves as the global esports technology lead at Riot Games and is responsible for driving the innovative tech that powers the award-winning League of Legends esports broadcasts. Adametz is tasked with finding unique solutions that enable cost-effective, high-quality production of content and live events, as well as developing ways to integrate cutting-edge technology to elevate the fan experience.
Adametz started his career as a systems engineer at Fox launching the Big Ten Network and later held senior technology positions at the National Football League and PAC-12 Network prior to joining Riot.
Mike Cronk, Grass Valley, VP, Core Technology
Mike Cronk is VP of core technology for Grass Valley. In this position, Cronk guides the critical development of Grass Valley’s core technologies to ensure the products’ interoperability and consistency across the portfolio. He also continues in his role as Chairman of the Board for the Alliance for IP Media Solutions (AIMS), helping Grass Valley lead the industry toward a clear and efficient path to standards-based IP.
Cronk previously served as SVP of strategic marketing between 2015 and 2016, driving Grass Valley’s product roadmap and strategy. He rejoined Grass Valley in February 2013 as SVP of marketing and product line management where he was instrumental in the turn-around of the company prior to its acquisition by Belden. Cronk was also with the company between 1989 and 2008 and held a number of growing roles over that period including general manager of the server and news business, as well as VP of marketing
Prior to rejoining Grass Valley, Cronk was founder and CEO of Nmera, where he developed and implemented business strategy, which enabled the startup to compete in deals and win accounts from billion-dollar, established competitors at end-user accounts such as Google.
Jason Dachman, SVG, Chief Editor
Jason Dachman oversees all aspects of SVG’s North American editorial operations, including the thrice-weekly SVG Insider newsletter and SVG’s annual print publications. A member of the SVG team since 2009, Dachman also serves as program director for SVG’s RSN Summit, Sports Content Management Forum, Sports Graphics Forum, and TranSPORT event. Prior to joining SVG, he spent three years covering local sports for The Patriot Ledger in Quincy, MA, and two years on the production staff of SiriusXM Satellite Radio’s The Ron & Fez Show. Dachman began his career in the Sports Information Department at Northeastern University in Boston, where he also earned a B.A. in media communications and cinema studies.
Pete Emminger, Activision Blizzard Esports, VP, Global Broadcast
As vice president of global broadcast at Blizzard Entertainment, Pete Emminger leads all broadcast and live production for Activision Blizzard Esports. He is responsible for developing and managing all of the broadcast technology tools and overall execution of live broadcasts across Blizzard’s esports programs, including the Overwatch League.
Pete Emminger began working with Blizzard Entertainment in 2013 as a consulting technical producer, and moved into his current position at the beginning of 2017. He played a key role in the first edition of Heroes of the Dorm that aired on ESPN in 2015, and has been deeply involved in all of Blizzard’s large-scale esports productions ever since. Most recently, he was instrumental in building and operating a permanent broadcast home for esports at the Blizzard Arena Los Angeles in Burbank, California.
Pete Emminger is a fine arts graduate of NYU’s Tisch School of the Arts. When he isn’t facilitating live broadcasts to every corner of the globe or parsing real-time game statistics, he devotes himself further to his passion for esports by dreaming up new and better ways to fine-tune the spectator experience.
J. David Hoffman, Blackmagic Design, Business Development Manager
J. David Hoffman’s career spans over 25 years in visual arts and media production. Hoffman’s experience in product and project management, as well as systems design, augment his extensive efforts in field and studio production. He brings all of his skills and experience to his current position as business development manager at Blackmagic Design Americas.
Joseph Hopkins, LTN Global, Senior Vice President, Business and Corporate Development
Joseph Hopkins is a streaming media and broadcast technology entrepreneur and executive who has spent the past 16 years bringing advanced technologies to market, including the first live-streamed Olympics and Super Bowl. He helped launch Verizon Digital Media Services in 2014 and has had several successful technology startup exits, the most recent being Make.TV, which was acquired by LTN Global in 2019.
Hopkins is a graduate of Michigan State University, where he studied communications and economics. He is a member of the board of directors at the Entertainment Technology Center at the University of Southern California.
Joseph Lynch, EA, Head of Broadcast
Joseph Lynch is the head of broadcast for Electronic Arts. Over the past 20 years, his career brought him from NBC to China, WWE, OWN, Time, GoPro and finally, EA. Lynch is currently responsible for all competitive gaming broadcasts and long-form content. Over the past two years, he has expanded EA’s live and feature content offerings, while expanding in-house production capabilities including the newly opened, EA Broadcast Center. Prior to joining EA, Lynch brought Access Hollywood to China, managed digital production for WWE, built the live division of Time, and was the executive producer of lifestyle and music at GoPro.
Colin Moran, LTN Global, Vice President of Product Management, LTN Production
Colin Moran joined LTN Global in 2019 with its acquisition of Niles Media Group, a company specializing in remote production for sports broadcasting. He joined Niles Media in 2012 as an audio engineer and ultimately served as the company’s vice president of workflow integration and business operations.
Over his career so far, Moran has served as a freelance remote mobile broadcast engineer, audio engineer, sound designer, and music composer. A distinguished audio engineer, Moran has worked in production for top broadcasters (CBS, FOX, NBC) and networks (Cox, ESPN, NFL Films).
Corey Smith, Activision Blizzard Esports, Director, Live Operations, Global Broadcast
Corey Smith has been transforming digital television and broadcast systems since 2011 while working at Microsoft on the Xbox Live team. Since then, he has held a director position at Sinclair, broadcasting and managing the digital side of the news publishing operations across the United States. Two years ago, he left Sinclair to join and build the broadcast technology group at Blizzard Entertainment. In Smith’s current role he leads a team building the next generation of cloud encoding and distribution systems for Activision Blizzard Esports with a primary focus on the broadcasting of Overwatch and Call of Duty Leagues globally.