Riot Games Brazil organizes, edits and distributes content with VSNExplorer MAM
VSN technology offers Riot Games a tool that streamlines the process of adding, searching and locating content, improving its availability to edit and distribute it more efficiently.
Riot Games, the developer of League of Legends (LoL) and organizer of the Brazilian championship League of Legends (CBLoL), has opted for the software VSN to organize, edit and distribute content generated in its massive events through VSNExplorer MAM.
The broadcast of this type of events, and in particular, the local league of League of Legends (CBLoL), they represent a whole issue challenge, since in addition to monitoring the game screens of each player and their respective personal cameras, coverage only comparable to that of traditional sporting events is also included: behind-the-scenes recordings, interviews, space for presenters and broadcast with the public in the most notable events. This deployment generates, of course, a large amount of content, which to date has accumulated more than 500 million views on its official YouTube channel.
That is why Riot Games required a dedicated deep archive system, a tool that could streamline your process of adding, searching and locating content, improving its availability to edit and distribute it more efficiently. For this reason they decided to trust 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 the CBLoL,” he states. Fernando Svevo, Broadcast and Events Manager at Riot Games in Brazil.
Thanks to VSNExplorer MAM, Riot Games now has a system that serves as a central core to manage its content automatically, including low-resolution transcoding and editing processes through Wedit, the 100% HTML5 web video editor integrated into VSNExplorer for the composition of compilations, game summaries and promotional messages, among others.
“At a business level, this project represents a key opportunity for VSN due to the potential of the video game industry and more specifically eSports,” he comments. Roberto Calmon, solutions and pre-sales architect at VSN. “It is an activity that continues to grow globally and is increasingly integrated into traditional competitions, and Riot Games is undoubtedly the reference to follow in organizing events and generating content.”
League of Legends (LoL) It 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 include the wide variety of tournaments, events and more than twenty professional leagues active globally today.
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