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SVG Esports Production Summit Examines Impact of Remote, Cloud-Based Workflows on the Live Gaming Environment

02/05/2025

SVG Esports Production Summit Examines Impact of Remote, Cloud-Based Workflows on the Live Gaming Environment This years event was hosted at Riot Games Remote Broadcast Center powered by AWS in Seattle By Kristian Hern ndez, Senior Editor

Friday, May 2, 2025 - 8:00 am

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Story Highlights

Arriving in the Pacific Northwest at Riot Games' Remote Broadcast Center (RBC) powered by AWS, the 2025 SVG Esports Production Summit brought together the live esports community to discuss the latest developments in workflows, including the impact of REMI and cloud-based technologies.

Nearly 200 attendees traveled to Seattle to listen to the various panels and check out Riot Games' new facility on Thursday afternoon.

All sessions from the SVG Esports Production Summit will be available to watch on demand at SVG PLAY in the coming weeks.

Nearly 200 attendees were at the SVG Esports Production Summit in Seattle.

Centered around the 70,000-sq.-ft. production space, guests were able to get an in-person look at Riot Games' efficient new approach to live global production. This includes broadcast feeds from live events happening around the world being sent to the RBCs - the Seattle-based facility is joined by another facility in Dublin - which produce, broadcast, and distribute content in multiple languages to fans.

Honoring the event's host, Riot Games' Global Operations Director, Esports Broadcast & Production, Allyson Gormley, opened the event with a keynote presentation about the inner workings of this new facility. This presentation dove into how this building takes the concept of REMI production to a whole new level, how it works hand and hand with the crew in Dublin, and how it's made a significant difference in their production blueprint.

Up next, leaders in the industry made their way to the stage to address the complex demands of an ever-changing esports scene. Featuring a quartet of respected voices - ESL FACEIT Group's Manager, In-Game Production Kyle Corvese; Raidiant's President and Freelance Observer Heather sapphiRe Garozzo; Executive Producer, Founder, and Investor Ariel Horn; Riot Games' VP of Content Services Dave Stewart; and 1 Up Productions' Head of Production Ben Vignola - the group breaks down the technology, high-stakes logistics, and audience expectations of broadcasting various sized esports events. Topics included the rise of remote and cloud-based solutions, balancing cost considerations and production quality, and more.

Updates in technology was on the docket next. With esports production pushing the boundaries of live broadcasting, next-gen workflows are needed to deliver top-tier content. In this session, vendors shared the latest innovations shaping this sector of the industry and how ideas like AI-driven automation, virtual production, and AR-graphics solutions are playing a role in enhancing efficiency, creativity, and interactivity.

Riot Games' Allyson Gormley began the day with an in-depth look at the RBC.

After a brief networking lunch, the afternoon began with a heavy dose of remote-production talk. Moderated by Riot Games' Senior Manager of Broadcast Engineering and Technology Matt Donovan, panelists spotlighted how organizations - both inside and outside of esports - leverage the vast capabilities of remote workflows to optimize live event coverage.

Afterwards, workflows in the cloud were examined. Becoming an essential part of the live-sports-production conversation, especially in remote editing. virtualized control rooms, and real-time collaboration, the cloud offers flexibility and scalability for both sports and esports broadcasts. But the real question remains: is it the ultimate solution for all production challenges? This panel brings together industry experts to examine the benefits, limitations, and potential of cloud-based production.

The day came to a close with a keynote conversation with Riot Games' President of Publishing & Esports John Needham. This forward-thinking chat outlined where the company's esports efforts are headed and how it plans to continue to serve fans with even more top-notch content in the years ahead.

The SVG Esports Production Summit was made possible by title sponsor Diamond Sponsor Tata Communications; Gold Sponsors Appear, Canon, Evertz, Panasonic, Sony, and TAG Video Systems; and Event Sponsors EMG/Gravity Media, Meyerpro, and Signiant.
LINK: https://www.sportsvideo.org/2025/05/02/svg-esports-production-summit-e...
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