Your players are the best in the region. Make sure the broadcast looks like it.
Esports broadcast solutions built for tournaments: video game event production with 120fps game capture, 16+ input sources, low-latency SRT and broadcast-standard replay. Competitive video game tournament production, from a single venue to several arenas at once.
You are in the director's chair. Pick a camera, then press Take to put it on air. Keys 1 to 4 pick, T takes.
PROGRAMME OUT
- Live
- 120fps
- 16+
- <500ms
What we deliver on every engagement.
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120fps hardware game capture with title-specific observer stations
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16+ simultaneous sources (PCs, player POV, talent desk, crowd) via 10GbE IP backbone
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Broadcast instant replay with director-led multi-angle selection
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Sub-500ms SRT latency, multi-platform output (Twitch, YouTube, Facebook Gaming, TikTok)
The game is already a broadcast. You are framing it for an audience that notices.
Esports audiences grew up watching broadcast-grade production from Twitch, YouTube, and the major tournament organisers. They notice when a game capture drops a frame. They notice when the observer is on the wrong player. They notice when the replay misses the kill. A sub-broadcast-quality production drives them straight back to the VOD of the game they actually wanted to watch.
Esports production is a different discipline to corporate broadcast. Game capture hardware has to be title-specific. Observer stations need real gamers, not camera ops. Talent desk needs studio lighting and broadcast lavaliers, not a conference-room mic. Replay needs to be director-led with multi-angle selection, not pre-recorded.
We built our stack around those requirements. Our senior lead served as Technical Manager on the Esports World Cup, across five arenas over three months, and that is the standard we build to.
Arena scale, learned at the top of the sport.
Our senior lead served as Technical Manager on the Esports World Cup, across five arenas over three months. That is where our esports standard comes from: every arena with its own control room, its own observer team, its own replay station and its own talent desk, and every match going out to several platforms at once.
We build the same shape for your tournament, at the size it needs: the game feeds, the player cams, the crowd cams, the walk-ons, the post-match interviews, and the social clips cut while the next match is still in warm-up. That is the esports standard. The broadcast never stops.
Specification.
- 120fps hardware capture per title with observer stations. Title-specific plugins for CS2, LoL, Dota 2, MLBB, Valorant, Rocket League, Street Fighter, Tekken. Frame-accurate sync across all game feeds.
- Experienced gamers driving each observer station, not generic camera ops. Observers know the game, read the map, anticipate the play. The director calls the cut; the observer finds it.
- 10GbE IP backbone between arena and control room. SRT ingest and egress for every game feed. NDI for internal production signals.
- Broadcast replay server with director-led multi-angle replay. Instant slo-mo, frame-by-frame, and angle switching. Replay operator has full round-back so no play is lost.
- Sub-500ms end-to-end via SRT to the CDN. Viewer-side latency determined by platform (Twitch low-latency mode, YouTube LL-HLS).
- Broadcast lighting, broadcast lavaliers, teleprompter, monitor wall with game feeds and stats. Talent-facing producer cueing questions and transitions.
- Simultaneous output to Twitch, YouTube, Facebook Gaming, TikTok, custom RTMP to broadcaster destinations. Adaptive bitrate per platform.
Live replay
EVS and DreamCatcher replay systems for live sports, esports and events. Multi-angle slow-motion replay, operated by broadcast crew, across the UAE.
Learn moreLow-latency streaming
Sub-500ms glass-to-glass streaming via SRT and WebRTC. Real-time interaction for esports, auctions, trading floors, and live Q&A events.
Learn moreMulti-camera production
Professional multi-camera video production for events, broadcasts, and corporate videos. Up to 12 cameras, 4K output, MCR vision mixing. Dubai and GCC.
Learn moreWhat buyers ask before they book.
Do you do the whole tournament or just the broadcast?
Either. CBA can deliver the full broadcast package (cameras, graphics, replay, talent desk, streaming) on top of a tournament organiser's event, or can scope a full tournament with venue, staging, and competition management via partners.
Which game titles do you have observer hardware for?
Counter-Strike 2, League of Legends, Dota 2, Mobile Legends Bang Bang, Valorant, Rocket League, Street Fighter 6, Tekken 8, PUBG, Call of Duty. Additional titles can be added with lead time for observer plugin integration.
What latency can you deliver?
Sub-500ms end-to-end via SRT to the CDN. Viewer-side latency on the watching platform depends on the platform itself; Twitch low-latency mode and YouTube LL-HLS can bring total glass-to-glass under 3 seconds.
Can you run multilingual casters?
Yes. Multiple caster booths with independent audio feeds. Viewers pick their language in the platform player. Standard for GCC tournaments with Arabic and English casts running in parallel.
What is your capacity for a multi-day tournament?
Our senior lead served as Technical Manager on the Esports World Cup, across five arenas over three months, so multi-arena, multi-week operations are familiar ground. For smaller tournaments (single venue, 1-3 days), we deliver with a reduced but fully broadcast-grade setup.
Tell us the title, the format and the dates.
We scope every tournament broadcast against its bracket, not a package.