CASE STUDY

Project Name:

League of Legends
Japan League
Client:Playbrain Inc.
YOSHIMOTO BROAD
ENTERTAINMENT CO.,LTD
Riot Games, Inc.
Period:2020 Spring and2020 Summer© 2020 Riot Games. Inc. Used with permission.

© 2020 Riot Games Inc. Used with permission.

About eSports:

Industry Snapshot:eSports is an abbreviation for “Electronic Sports”. In a broader sense, the term
refers to all forms of entertainment, competition, and sports in general that use• Global eSports revenues will grow to $1.1 billion in 2020, a year-on-year growthof +15.7%, up from $950.6 million in 2019.

electronic devices, and refers to sports competition using computer and video• In 2020, $822.4 million in revenues – or three-quarters of the total market – willgames. In the United States, the country has already recognized „eSports“ as acome from media rights and sponsorship.

„sport“ and „professional gamers“ as „athletes“.

• Globally, the total eSports audience will grow to 495.0 million people in 2020, a
year-on-year growth of +11.7%.
• Mobile eSports enjoyed a huge spike in the past year, with emerging markets
like Southeast Asia, India, and Brazil at the forefront of this growth.
Reference: Newzoo 2020 Global eSports Market Report

Global eSports Revenue Growth:

Global eSports Revenue Streams:$1556.7M$636.9M$1100.1M$950.6M$776.4M$185.4M

2018

2019

2020

2023

*Source: Newzoo “Global eSports Market Report 2020 as of July 2020”

Sponsorship

Media
Rights$121.7M$116.3M

Merch &
Tickets

PublisherFees$21.5M$18.2M

DigitalStreaming© 2020 Riot Games Inc. Used with permission.
eSports in JapanThe Challenges of eSports production

It is estimated that there are over 100 million people

As a new discipline, eSports brings with it challenges

To this end, Riedel has worked with a number ofin the world who compete in eSports. In 2020 it isthat have never been faced by contemporary

customers to apply the lessons learned in similar

expected to have an audience of 495 million people,

broadcast, event or sports companies. They vary

environments to eSports. For example, the Formulamostly Millennials, which is more than the total

depending on the sport being played, which also

1 also has to deal with high noise environments,

population of Japan!

Meanwhile, the number ofmakes it difficult to have a “one size fits all” solution

and combined systems (e.g. the Car Radios) thatpeople competing in eSports in Japan is estimated toto an eSports stadium. In fact, different types ofneed to be managed so that competing teams don’t

be 3.9 million and 1.6 million spectators.

eSports games are almost like different sports

receive information that they shouldn’t. The latency

altogether, as each comes with their own unique set

requirements for both video and intercom placed

Japan, although considered a underdevelopedof requirements. An example of this would be theupon Riedel by the Sydney Opera House (less thancountry for eSports, is now seeing an increase in the

difference between a Sports Simulator and a fantasy

3ms in both) apply equally in eSports. The ability toamount of professional gamers and leagues.

game such as League of Legends.

control vast networks – including remote locations

With mobile gaming being such a dominating force

In the Sports Simulator, all players can see the entire

in the industry, though, eSports has had a tough time

field, however the map is initially obscured in League

gaining traction in the region, mostly due to strictof Legends. Thus, preventing team from seeing stage

anti-gambling laws. To circumnavigate restrictive

monitors, displays or similar becomes a key factor

laws, the Japan eSports Union (JeSU) was establishedin the layout of a stadium or event. Additionally,

to provide licences for gamers to be listed as pro-making sure that players can’t hear suggestions

players and are looking to change how eSports arecalled out from a sympathetic audience or overhear

viewed in the nation.

the Shoutcaster’s commentary is also important.

– from a central location, as used in major global
events, can also be leveraged in eSports.

3.9 mio.
COMPETITORS

1.6 mio.
SPECTATORSRiedel in eSports

PlayBrain

Riedel’s Solution

Together with TechSound, Riedel designed and

PlayBrain, one of the leading eSports companies

Riedel consulted Mr. Tsunoda from Yoshimoto

implemented advanced player communicationsin Japan, reached out to Riedel Communications

Broad Entertainment Co., Ltd. who was able tosystems for China esports clients based on Riedel’s

Japan K.K. to provide a solution for creating the

successfully create a communication environment

Artist digital matrix intercom system, Performer

communication

eSports

between the players, staff and commentators. The

partyline system, and MAX headsets. Enabling aplayers during their play in a tournament for League

solution worked flawlessly and met all of the client‘s

cost-saving voice-over-IP (VoIP) remote productionof Legends Japan League (LJL), a professional

requirements. The result: one satisfied customer.

workflow for esports events across China, theeSports league in Japan based on the popular MOBA

Riedel gear ensuresd clear communications not(Multiplayer Online Battle Arena) game “League

For a detailed account of this installation and theonly between players, but also between the remoteof Legends” (LoL). LJL is organised by Riot Games

products used, please see the system setup andproduction staff and on-site referees.

Japan, with the production element taken care of

product descriptions below.

environment

betweenby PlayBrain and Yoshimoto Entertainment. Riedel
For a recent international esports event held

successfully provided intercoms for the LJL 2020

in northern China, the Riedel solution enabled

Spring Split and LJL 2020 Summer Split leagues in

TechSound team members to seamlessly integrate

2020. Both leagues took place over a two-monthintercom, wireless, and walkie-talkie systems fromperiod at the Yoshimoto Hall, with a round-robindifferent rental vendors and manufacturers into

tournament

one communications system. TechSound alsointercoms were used as a communication tool for

manages semipermanently installed season systems,

the players, production and technical staff.

connecting stage referees and players across six

In this case study, we will introduce the products used

Chinese cities back to a centralized production

and show how they enabled reliable communication

studio.

between players, staff and commentators.

between

all

eight

teams.

Riedel“With the Riedel solution, our producers can sit
in Shanghai and call shows in other cities,” said
Patrick McGowan, Director at TechSound.

Stage Left
A teamStock
BOLERO Antenna

Artist64
ASM

DANTE-108 G2
UnusedUnusedDANTE-108 G2
UnusedAES67-108 G2
AES67-108 G2
UnusedCAT5-108 G2

BOLERO Antenna

UnusedCAT5-108 G2
UnusedCAT5-108 G2
UnusedAIO-108 G2
CPU-128x G2
UnusedCPU-128×
CPU-128x
CPU-128×
CPU-128x G2
G2Giga Core14
A team & B team voicechat to PA（TF3)
PA to Whitenoise

Giga Core14

rear
XLR patchbay
front

PA to A team & B team voicechat

GAME (A team)4

1

C44 plus4

Stock
Director

Stock
Audio Director

DCP-1116
PRO-D1
Mic×1

RCP-1116
Air-D1×1
Mic×1

1

C3
MAX-D2Top

Stage
production＋
Audio

Jungle

Mid

Sup

Coach

Judge

Sup

Coach

Judge

Stage Right
B team

BOLERO Beltpacks
PRO-D1

×8台

Artist64

UnusedUnusedUnusedASM

Unused5

CAT5-108 G2
UnusedUnusedCAT5-108 G2
UnusedAIO-108 G2
UnusedCPU-128x G2
CPU-128x
CPU-128x G2
G2

rear

XLR patchbay

Stagecommentary

front
4

GAME (B team)1

C44 plus

CCP-1116
AUX
1
ON

AUX
1
ON

AUX
2
ON

AUX
2
ON

MIC
B
ON

MIC
A
ON

ON AIRA

ON AIR
B

MIC A
MUTE

MIC B
MUTE

4

実況音声 to PA

1

C3
MAX-D2

解説音声 to PA

Top

Legend:ADC

AES3(COAX)

AES3(RJ45)

Fiber(SM)

4W (RJ45)

SDI (COAX)

AES3(XLR)AES67(CAT5)

Fiber(Quad)

2W (XLR)

4W (XLR)*System Set-up Design for LJL

DANTE(CAT5)

JungleMid

ADC

LJL2020 Dante ver

Date: 2020-0106

Version 2

RIedel system

Author: shinsuke.hanawa

Sheet 1/1

Featured Products

ARTIST is a decentralized, scalable digital intercom network that provides reliablecommunications and audio signal distribution for any audio or intercom application.
An Artist system can be anything from a single Artist frame to a vast, fiber-based andremotely connected network of nodes. Each modular node contains client cards that
accept and distribute different types of signals including SMPTE 2110-30/31 (AES67), VoIP, DANTE, AVB,
MADI, AES3 and analogue audio. At the present time, Artist is the only intercom platform that talks all audio
standards – and its modular architecture allows for the easy accommodation of future standards.

BOLERO: As an all-new wireless intercom system capable of supporting up to 250 beltpacks and
100 antennas in a single deployment, Bolero is a true game-changer. Bolero redefines the wirelessintercom category with features such as its ADR (Advanced DECT Receiver) with multi-diversity
and anti-reflection technology for greater RF robustness, “Touch&Go” NFC beltpack registration, andversatile operation as a wireless beltpack, a wireless keypanel, or — in an industry first — a walkie-talkie.
With the addition of the newest Bolero Standalone 2110 (AES67) mode, there are now three networkmodes available for Bolero systems – each of them dedicated to specific applications.
• Bolero Integrated leverages the powerful Artist infrastructure, including SmartPanels and extensive I/O
connectivity.
• Bolero Standalone Link provides plug & play simplicity that is especially suited to smaller installations,portable deployments, or cases when Bolero needs to be interfaced to other systems without the needfor an Artist matrix.
• Bolero Standalone 2110 (AES67) enables users to set up a standards-based (SMPTE 2210/AES67) IP
network with no Artist required.

The PERFORMER series provides high quality digital partylines.
Besides pure partyline applications, it also offers the first fully integrated “digital” solution for combined
digital matrix and partyline intercom. The system has been designed specifically for the requirements ofstand-alone broadcast, sports and event applications.

Full Product List
DCP-1116 ×1
Artist-64 ×2

CCP-1116 ×1

AES67 Card ×2

XLR Patchbay ×2

DANTE Card ×2

Bolero antenna ×2

CAT5 Card ×4

Bolero beltpack ×12

AIO Card ×2

MAX E2 headset ×12

COAX Card ×1

PRO-D1 headset ×9

C44 plus ×4
C3 Beltpack ×10

The Main System
The intercom master frame is an Artist-64, with
two Artist units linked by optical cable to form two
separate racks, one for the A-team and one for the
B-team.
The Artist is equipped with an AES67 card for thewireless intercom Bolero, a CAT5 card for the wired
beltpack C3, an AIO card to capture analog audio,
and a DANTE card for audio communication with thevenue audio staff.
In each rack there are two C44 plus master stations
for C3 wired beltpacks for players and an XLR
patchbay for analog audio.

* Diagram of Main System

Communication for...

© 2020 Riot Games Inc. Used with permission.
...the players...the staff... and the commentators

There were three types of audio in the players’

We used Bolero wireless intercoms between the

Our intercoms were also used for the commentaryheadsets.

production and technical staff.

of the actual situation.

The first was the sound of the players communicating

We had 12 wireless intercom units, each with aThis was the CCP-1116, a commentary panel with

with each other, the second was the sound of thedifferent key assignment depending on the section

external input and output terminals. It has 16 keys

game the players were playing, and the third was thethey are in charge of. We had two wireless intercom

as an intercom, and by using two channels, two

white noise, which eliminates ambient noise.

antennas to cover the entire venue.

commentators could use one panel at the same

Firstly, players could communicate with each other,time.

not only with players on the same team, but also

It was also possible to extract audio directly from thewith coaches and referees. Furthermore, with thisXLR jacks.

system, the sound of each player, coach and referee
was sent to the venue sound system, and the soundadjusted by a separate mixer was sent back to eachindividual’s headset.
Next, the game sound was taken out of the computerand imported into the Artist system in analog audio.
Each player received his own game sound, so thenumber of lines were 10.
Finally, there was white noise. We used a DANTE linefrom the venue sound system to get it into the Artist
system. Normally, loud white noise is played to blockout the surrounding sound, but our MAX headsets
are sound insulating and the white noise is played ata lower than normal level.
The Artist system mixed three different sounds andeliminated the need for in-ear headphones andsupported the player’s playing environment.

How the keys were assigned on the System:
Basically, if this is your first time using multi-channel intercom, it’s best to use as few channels as possible to
avoid operation interference. Here is an overview of how the key’s are were assigned for LJL.

Products
BoleroName
A Team coach
A Team JudgeB Team CoachB Team judge
PD 1
PD 2
PD 3
PD 4
AudioAssistant 1
AudioAssistant 2
Audio director1
Audio director2

Key1
A Team
A TeamB TeamB TeamPD allPD allPD allPD all
audio
audio
audio
audio

Function
conference
conference
conference
conference
conference
conference
conference
conference
conference
conference
conference
conference

Key2

Function

Key3

Function

audio

conference

PD allconference

audio

conference

PD allconference

Products
CCP-1116
DCP-1116

Namecommentary
Director

Key1
Director
PD allFunctioncall to port
conference

Key2

Function

Key3

Functioncommentary B

call to portcommentary A

call to port

Products
C3

Name
A Team Top

alwaysA TeamA Top Game In
Whitenoise
A TeamA jungle Game In
Whitenoise
A Team
A Mid Game In
Whitenoise
A TeamA ADC Game In
Whitenoise
A TeamA Sup Game In
Whitenoise
B TeamB Top Game In
Whitenoise
B Team
B jungle Game In
Whitenoise
B Team
B Mid Game In
Whitenoise
B TeamB ADC Game In
Whitenoise
B TeamB Sup Game In
Whitenoise

Function
conference
call to port
call to port
conference
call to port
call to port
conference
call to port
call to port
conference
call to port
call to port
conference
call to port
call to port
conference
call to port
call to port
conference
call to port
call to port
conference
call to port
call to port
conference
call to port
call to port
conference
call to port
call to port

A Team jungle
A Team Mid
A Team ADC
A Team Sup
B Team Top
B Team jungle
B Team Mid
B Team ADC
B Team Sup

Key4
Directorcommentary all

Functioncall to port
conference© 2020 Riot Games Inc. Used with permission.

Our Next Mission

History of Riedel Communications & PlayBrain

The player’s request was to have fixed volume for communication within the

PlayBrain is an eSports convention management, distribution production andteam and to have individual volume control for the game sound of each individual

distribution technology, web construction, consulting, temporary staffing, andplayer (Stereo) and white noise.

other related services Company established in 2016. Riedel’s first trial with
PlayBrain was held in October 2019 for LJL’s 10th anniversary event and the next

For LJL, Riedel used monaural game sounds in the players‘ headsets. With the
2-channel C3, if you take in three sources, the volume of the sound you want to
fix will also change when you adjust the volume by hand. There was another ideaof using stereo with the C3 SE, but since we couldn‘t meet the players‘ requests toadjust all the audio individually, we used mono for this time.
For this important part of the communication between the players, theproduction and technical companies request to have a wired intercom. At the
moment, Riedel does not have all the equipment to meet all of these demands.
This is the next mission for Riedel to find a solution for.

was the official league for the 2020 LJL (spring & summer).

© 2020 Riot Games Inc. Used with permission.

LJL 2020 Spring Split

LJL 2020 Summer Split

Facts about eSports in Japan

Team: DetonatioN FocusMe

Team: DetonatioN FocusMe

Esports Terminology:

Team: Sengoku Gaming

Team: Sengoku Gaming

Team: V3 Esports

Team: V3 Esports

Team: Crest Gaming Act

Team: AXIZ

Team: AXIZ

Team: Rascal Jester

Team: Rascal Jester

Team: Burning Core

Team: Burning Core

Team: Fukuoka SoftBank HAWKS gaming

LOL: League of Legends
LJL: League of Legends Japan League
MOBA: A sub-genre of the multiplayer online battle
arena (RTS), which is also known as „Dota 2“ and„League of Legends“. MOBA is a game in which
players are divided into two teams and work together
with their allies to destroy the enemy team‘s base.
FPS: First Person Shooter Game
It is a type of shooting game in which the player canmove through the game world and space from his or
her own perspective (first-person shooter) and fightwith weapons or bare hands.
TPS: A third-person shooter (TPS) is a computer
Team: Fukuoka SoftBank HAWKS gaming

game in which the player can move through thegame from the perspective of a third party who
follows the character and fights with weapons orbare hands games.
RTS: Real-time strategy, in which players plan andfight enemies in real time while reacting to the time
progressing in real time.

© 2020 Riot Games Inc. Used with permission.

Major Japanese Esports Organizations:

Yoshimoto Kogyo Co.

NTTe-Sports

Japan e-Sports Union (JeSU)

Is an entertainment production promoter, and TV

NTT East, NTT West, NTT AD, NTT Urban Solutions,e-sports

program production company of the Yoshimoto

SKY PerfecTV JSAT and Taito jointly established NTTe-promotion organization, and the Japan e-Sports

Kogyo Group. Entered eSports in 2018 and launchedSports, a new company in the field of e-sports[154],

Federation were combined into one organization.

YOSHIMOTO Gaming. Manage professional teams

to build and operate e-sports-related facilities,

Many of its members are related to game

but also hold events and competitions.

support human resources training and provide

manufacturers.

CyberZ, Inc.

video content, etc. Includes information about theJapan e-Sports League Association (JeSA)

A subsidiary of CyberAgent. Operates play video

company, its products and services, as well as a list

The „professional baseball“ Z-League of e-sports issharing service ‚OPENREC‘ and large-scale e-sports

of its products and services. Co-hosted the arcade

held.

tournament ‚RAGE‘.

e-sports tournament „Toushi Matsuri 2020 -World

Japan esports promotion association (JEF)

Cygames, Inc.

Championship of ARCADE-“.

General Foundation. It is neutral and has no game-

A subsidiary of CyberAgent. Develops mobile andJapan Student Esports Association and Gameic.

maker personnel among its members because

home video games. Held the „Shadowverse WorldOne of the largest associations in the Japanese

it puts players first.The vice-chairman is the CEO

Grand Prix“ with over 100 million yen in prize money

student esports market. Major overseas esports

of a company involved in overseas tournamentfor „Shadowverse“, an authentic smartphone cardcompanies participate as sponsors.

management and e-sports business.

battle.

e-Sports Queen League (eQ League)

Nippon Professional Baseball Organization (NPB)National High School e-Sports Federation (JHSEF)

An e-sports women‘s league project by female

Overseas Japan‘s professional baseball; entered

The Mainichi Newspapers and Third Wave, theentertainers and celebrities.

eSports in 2018. Hosted eBASEBALL Power Pro

co-hosts of the National High School e-Sports

League and NPB eSports Series Splatoon 2.

Championship, established a basic agreement with

The

Japan

e-Sports

Association,thethe North American Educational e-Sports Federation(NASEF) to collaborate on activities. Basic agreementwith the North American Educational e-Sports
Federation (NASEF) to collaborate on activities.