Your players are the best in the region. Make sure the broadcast looks like it.
Tournament-grade esports production with 120fps game capture, 16+ input sources, sub-500ms latency via SRT, and broadcast-standard replay. Delivered Esports World Cup across 5 arenas in Riyadh over 3 months.
What we deliver on every engagement
120fps hardware game capture with title-specific observer stations
16+ simultaneous sources (PCs, player POV, talent desk, crowd) via 10GbE IP backbone
EVS/Dreamcatcher instant replay with director-led multi-angle selection
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. And we delivered five arenas of the Esports World Cup across three months in Riyadh to prove it.
Esports World Cup. Five arenas. Three months. Riyadh.
EWC Riyadh 2024: five arenas running concurrent tournaments across three months. Counter-Strike, League of Legends, Dota 2, Mobile Legends, PUBG, Street Fighter, Tekken, and more. Each arena had its own broadcast control room, its own observer team, its own replay station, and its own talent desk. Every match streamed to Twitch, YouTube, and TikTok simultaneously, with production quality the tier-1 audience expects.
We handled not just the game feeds but the player cams, the crowd cams, the overhead drone shots, the walk-on sequences, the post-match interviews, and the social clip cuts that were live on TikTok while the next match was still in warm-up. That is the esports standard. The broadcast never stops.
Specification.
Game capture. 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.
Observer team. 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.
Signal backbone. 10GbE IP backbone between arena and control room. SRT ingest and egress for every game feed. NDI for internal production signals.
Replay. EVS or Dreamcatcher 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.
Latency. Sub-500ms end-to-end via SRT to the CDN. Viewer-side latency determined by platform (Twitch low-latency mode, YouTube LL-HLS).
Talent desk. Broadcast lighting, broadcast lavaliers, teleprompter, monitor wall with game feeds and stats. Talent-facing producer cueing questions and transitions.
Distribution. Simultaneous output to Twitch, YouTube, Facebook Gaming, TikTok, custom RTMP to broadcaster destinations. Adaptive bitrate per platform.
Questions we get from buyers 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?
Esports World Cup was five arenas, three months, concurrent daily matches. That is the upper bound proven. For smaller tournaments (single venue, 1-3 days), CBA delivers with a reduced but fully broadcast-grade setup.
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