2020 SVG Esports Production Virtual Series

Full 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
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.
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
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