For people that follow me on Twitter, you have seen some Blender renders. Thought I will start documenting different pieces that I made on my blog to track my progress. This morning finished making the Flying Pig based on the mural of De Voortuin. One of the pubs that, before corona, I visited frequently. Learned…Read More
Did a little rant a while ago on Twitter about bad esports Team Logos so let me extent on that to give some pointers about what a good logo should have from a technical perspective. This is not to bash any design choices that are just preferences of your team. These are only pointers for…Read More
When you dwell in the technicals of esports broadcasts you often hear something as “There is a Gamestate integration” or “The game has an API”, but what are those things? Basically what those things mean is that there is a way to get live data from the game by either the game sending it to you or by requesting it from the server. Either as raw data or, the much preferred, formatted data that then can be used in for instance some features of the broadcast.
Cool you can receive data from the game, but be aware that it is not a magical solution that you throw to the wall and it sticks. There are many things to consider when using game data integration. It could be that stats are delayed, that the stats are not updated frequently enough for your use case, that the game is not giving you that particular stat that you want and you have to calculate it yourself, etc. The magic of game data is not in receiving the data, but in how you are going to integrate it to make it have meaning in a broadcast. Also, if you are in the position, ask the developer for any non-documented ways of getting data. You will be surprised that often they will give you some insight into data that they can deliver without having any public statement about it.Read More
Some months ago when I was staying in Stockholm for 2 months working on several productions in the DreamHack Monster Energy Studio I spend some time working with Unreal Engine to make the first Virtual Arena. First used at DreamHack Showdown, an all-women CSGO tournament, and after that also at DreamHack Open. Previously I had done some small Unreal Engine projects that mostly were to have some fun break entertainment looking at light implementations of Augmented Reality, but now it became part of the full integrated broadcast.Read More
This will be a post that will be updated when I find or make some new recourses for using CasparCG within a broadcast. Leave a comment if you think there is a recourse missing or if one needs updating. Most of the recourses I still use on a regular basis. Download linksLatest CasparCG Server Release…Read More