Scaling up for International Production
Released in 2009 by Riot Games, League of Legends is the world’s most popular multiplayer online game. As the global community of League of Legends players continues to grow, so too has the viewership of Riot Games’ live event coverage. In supporting its ongoing success and growth, Riot Games needed a way to streamline international productions while delivering an experience on par with major sporting events.
As they prepared for the 2018 Mid-Season Invitational (MSI) in Paris, Riot Games looked for ways to address the challenges of executing an international event while continuing to deliver high quality content to its rapidly growing viewership. The 2018 MSI involved multiple teams over three six-hour stretches of competition which needed to be broadcast to esports fans via Twitch, YouTube, and other video services. To centrally manage live production from Los Angeles, Riot Games implemented a REMI remote production model or at-home type workflows. This approach, used by leading sports broadcasters, aims to ensure high production quality by maintaining directors, broadcast engineers, motion graphic designers, and audio technicians at their main broadcast center rather than deploying production staff on the ground.
For the Paris tournament, Riot Games needed to aggregate live video feeds from up to 34 different simultaneous players with as little latency as possible. These feeds had to be streamed to their Los Angeles broadcast center – a distance of about 6,000 miles or 10,000 kilometers – in 1080p60 resolution. In supporting its REMI workflow, Riot Games wanted to leverage their global wide area network (WAN) and local point of presence (PoP) servers, originally designed to ensure speedy gameplay, for live broadcast contribution and backhaul. By utilizing their own IP network, Riot Games wanted to reduce total bandwidth usage for their video contribution streams from 10 to 1 Gbps.
As quality remained a top priority, the live production team also needed to ensure that audio and video streams were kept in sync within a single frame no matter which PoP servers were used. In order to meet this and all the other challenges, Riot Games needed a solution that could capture all the live gaming action, on and off screen, without compromising on video quality and latency.