Creative Broadcast Agency
Esports tournament

Esports World Cup: tournament-scale broadcast at five arenas.

Three-month esports broadcast production across 5 simultaneous arenas in Riyadh for Esports World Cup. TV-grade output with 120fps game capture, title-specific observer stations, and 5G bonded streaming to millions globally.

Esports World Cup arena production in Riyadh
5
Arenas concurrent
3 months
Production window
120fps
Per-title game capture
16+
Simultaneous sources per match
What's included

What we deliver on every engagement

5 independent arena production chains with centralised MCR oversight

120fps hardware game capture per arena with title-specific observer configuration

5G bonded streaming with SRT and multi-platform output (Twitch, YouTube, Facebook Gaming)

Real-time graphics from tournament bracket, live replay highlights, post-match clips to media partners

The brief

Five arenas. Three months. Riyadh.

Esports World Cup 2024 was the largest esports tournament ever produced in the Kingdom of Saudi Arabia. Five arenas running concurrent tournaments over three months. Counter-Strike 2, League of Legends, Dota 2, Mobile Legends Bang Bang, PUBG, Street Fighter 6, Tekken 8, Rocket League, Valorant, and more. Global broadcast to Twitch, YouTube, Facebook Gaming, and regional partners.

CBA delivered the broadcast production infrastructure across all five arenas, operating to the standard the esports tier-1 audience expects. The production did not take breaks. Matches ran daily. Social clips published during the matches. The broadcast never stopped.

What we delivered

Independent arenas, unified production standard.

Per-arena production chains. Each of the five arenas had its own broadcast control room, its own observer team, its own replay operators, and its own talent desk. Each chain independent but standardised. What viewers saw on any arena stream matched the quality they saw on any other.

Title-specific game capture. 120fps hardware capture per title. Observer stations configured to each game's observer plugin (CS2, LoL, Dota 2, MLBB, and others). Observers were experienced gamers, not camera operators.

16+ simultaneous sources per match. Game feeds, player cameras, crowd cameras, talent desk, walk-on sequences, drone shots. All fed into the match-day vision mixer and cut live by a director who knew esports pacing.

Low-latency distribution. SRT contribution with sub-500ms latency to the CDN. Twitch and YouTube LL-HLS on the delivery side. Viewers saw the play almost simultaneously with the live audience in the arena.

Clip pipeline during play. Social clips cut from match footage and published within minutes of the moment happening. TikTok highlights live during the next round, not in the post-match summary.

Multi-language casts. Arabic and English caster booths in parallel. Viewers picked their language in the platform player.

The outcome

Production that matched the stakes and the audience.

Esports World Cup 2024 delivered to the standard its audience demanded. No feed drops during featured matches. Observer quality that tier-1 viewers noticed and praised. Clip pipeline that drove engagement on every platform during the event. The tournament organisers re-engaged CBA for subsequent engagements across the Saudi esports calendar.

EWC became CBA's benchmark for competitive broadcast delivery. Every esports engagement CBA takes now gets scoped against the EWC operational standard.

Your event deserves production that performs.