eSports Production Forum: How the cloud and object storage are changing MAM for eSports

eSports-content creators face a unique challenge when it comes to post production and media asset management (MAM) workflows.

With content pouring into archives at an exponential rate, eSports operations are finding unique new

eSports Technical Challenges: Asset Management, Post Production, and Storage panel: (from left) Riot Games’ Scott Adametz; Dell EMC’s Thomas Burns; Machinima/Warner Bros. Digital Networks’ Michael Green; Riot Games’ Ray Panahon; Western Digital’s Jordan Woods; and HPA’s Mark Chiolis

workflows to manage this tidal wave of video. In addition, since most game publishers and eSports organisations have a true greenfield opportunity in building their production and distribution operations, several are embracing cloud-based workflows, virtualised infrastructure, and object-based storage to allow extensive scalability and flexibility.

Speaking at the inaugural SVG eSports Production Forum last month, top executivess from Riot Games, Machinima, Dell EMC and Western Digital explored the effects of these approaches.

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