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Riot Games uses VSN for E-sports content archiving

Brazil. Riot Games, the developer of League of Legends (LoL) and organizer of the Brazilian League of Legends (CBLoL) championship, has opted for VSN software to organize, edit and distribute the content generated in its multitudinous events through VSNExplorer MAM.

The broadcast of this type of events -and in particular, of the local League of Legends league, CBLoL-, suppose a challenge of emission, since in addition to the monitoring of the game screens of each player and their respective personal cameras, it also includes a coverage only comparable to that of traditional sporting events: behind-the-scenes recordings, interviews, space for presenters and broadcasting with an audience at the most important events. This deployment generates, of course, a large amount of content, which today accumulates more than 500 million views on its official YouTube channel.

That is why Riot Games required in Brazil a dedicated deep archive system, a tool that could streamline its process of adding, searching and locating content, improving its availability to edit and distribute them more efficiently. For this reason they decided to rely on VSNExplorer MAM, an advanced tool that could be fully adapted to their needs and at a very competitive price.

"This tool meets the expectations of our operation and offers important resources in the broadcast of a tournament like CBLoL," says Fernando Svevo, Broadcast and Events Manager of Riot Games in Brazil.

- Publicidad -

Thanks to VSNExplorer MAM, Riot Games now has a system that serves as a central core to manage its contents automatically, including transcoding and low-resolution editing processes through Wedit, the 100% HTML5 web video editor integrated in VSNExplorer for the composition of compilations, game summaries and promotional messages, among others.

"At the business level, this project is a key opportunity for VSN due to the potential of the video game industry and more specifically of eSports" - commented Roberto Calmón, Solutions and Presales Architect of VSN. "It is an activity that does not stop growing globally and that is increasingly integrated into follow-up with traditional competitions, and Riot Games is undoubtedly the reference to continue in organizing events and generating content."

League of Legends (LoL) was released in 2009 as a novelty in the category of so-called MOBA (Multiplayer Online Battle Arena) video games for PC. Just two years later, the game accumulated more than 11 million active monthly players worldwide, a figure that in 2020 – confirming its status as the most popular video game in the world – exceeds 100 million. Following this success, Riot Games began organizing eSports events in 2011 through its first world championship in Sweden, expanding its coverage to form the wide variety of tournaments, events and more than twenty professional leagues active globally today.

Richard Santa, RAVT
Richard Santa, RAVTEmail: [email protected]
Editor
Periodista de la Universidad de Antioquia (2010), con experiencia en temas sobre tecnología y economía. Editor de las revistas TVyVideo+Radio y AVI Latinoamérica. Coordinador académico de TecnoTelevisión&Radio.

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