Esports & Live Broadcast
RoV Real-Time Broadcast: A Programmable Esports Stage Built to Travel
Real-time broadcast graphics delivery for Garena RoV — Kamelion's multi-season real-time broadcast rig for the Arena of Valor competitive circuit.
Beyond the Overlay: Bringing a Live Broadcast Stage Into the Virtual World
Live esports graphics are usually treated as overlays — flat assets that sit on top of the game feed. For RoV, we approached the broadcast as a unified virtual stage: three studio cameras feed live into an Unreal Engine 5.2 world, where every hero portrait, sponsor sting, and character animation lives inside the same real-time scene and fires on the producer's call. The result is a system that has held up across four competitive seasons, absorbed new heroes and sponsors as the tournament expanded, and let the production scale without rebuilding the stage from scratch.
The Challenge: Real-time Graphics That Fire on Command
Live broadcasts cannot lean on pre-render alone — the heaviest sequences have to fire instantly, on cue, without dropping frames during competitive play. Garena supplied the source Unreal world and the FBX models behind every hero, sponsor product, and stage element; the brief was to make it all perform live, hold its frame budget under heavy lighting, and stay modular enough that the client could swap heroes and sponsors between seasons.
Our team optimized every supplied asset for the real-time path inside Unreal Engine 5.2, wired the control logic in Blueprint, and split delivery between live-triggered sequences and pre-rendered cuts wherever Unreal's lighting load would risk dropping frames on air.
The Tech Stack: Real-Time Rendering Tuned for Live Broadcast
- Real-Time Rendering: Powered by Unreal Engine 5.2 with control logic wired in Blueprint, running on dedicated broadcast workstations.
- Virtual Studio: Three studio cameras fed into the Unreal world over a green-screen composite, putting the broadcast crew and the virtual environment in the same frame.
- Show Control: A custom web-based trigger panel sending OSC cues into the Unreal project — hero picks, team-side (Red / Blue) selection, sponsor stings, and animation triggers all routed through an internal data table.
- Broadcast Composition: Aximmetry as the on-air framing layer — letting operators set camera angles and screen placements without touching the underlying Unreal scene.
- 3D Pipeline: Garena-supplied FBX hero assets are tuned in Blender to clear real-time issues, while bespoke guest characters are sculpted from scratch in Autodesk Maya — both then composed into Unreal Sequencer scenes for live playback.
Elevating the Experience: Triggers That Fire on Cue
What is a live esports broadcast without precise timing? To keep every sponsor beat, draft moment, and stage transition landing on the producer's call, we engineered the entire visual layer as a programmable trigger system — a custom web panel pushes cues into Unreal Engine 5.2, and the scene resolves each call into the right hero, sting, or animation in real time.
- Draft/Ban Hero Entrances — when a team locks a hero, a column of stage light drops on the pick frame and the chosen hero rises into view in real time, no pre-render delay.
- Sponsor Sequences — sponsor products run as in-engine Unreal Sequencer scenes during the live show, with heavier cuts pre-rendered out of the same world for off-air slots where broadcast lighting load would risk a frame drop.
- Character Animations — bespoke 3D character animations queue up and play on cue, integrated directly into the live broadcast layer.
RPL Summer 2026: An Influencer Stepping Into the World
For RPL Summer 2026, the rig extended beyond hero rosters — our team sculpted Thai influencer Git Ngai from scratch as a guest character inside the RoV world, with the full 3D build handled end-to-end in Autodesk Maya before integration into the live broadcast layer.
More than a one-season build, this project established a modular real-time broadcast rig that adapts across RoV seasons, hero rosters, and sponsor lineups — a cohesive pipeline the client can extend between events without us back on-site.
A Real-Time Broadcast Stage Built to Travel Across Seasons