Module Texts
Pizzi, S. & Jones, G. (2014) A Broadcast Engineering Tutorial for Non-Engineers. Taylor & Francis Group.
Bing, B. (2015) Next-Generation Video Coding and Streaming. Wiley-Blackwell
Ciccarelli, P. (2013) Networking Basics 2. John Wiley & Sons.
Dunham, R. (2015) Stage Lighting: Fundamentals and Applications. Abingdon: Routledge.
Izhaki, R. (2018) Mixing Audio: Concepts, Practices and Tools. Abingdon: Routledge.
Winer, E. (2018) The Audio Expert: Everything you need to know about audio. Abingdon: Routledge.
Readman, M. (2003) Teaching Scriptwriting, Screenplay and storyboards for film and TV Production. Bfi Education.
Block, B. (2008) The Visual Story: Creating the visual structure of film, TV and Digital Media. Focal.
Harrison, M (2013) SketchUp Pro for set design: A conversation with Andy Walmsley. Available at: https://blog.sketchup.com/sketchupdate/sketchup-pro-set-design-conversation-andy-walmsley
Performance Lighting Design: How to Light for the Stage, Concerts, and Live Events 2007
Sell, J. (2015) E-Sports Broadcasting.
Miller, G. & Owens, J. (2008) Video Production Handbook. 4th edn. Amsterdam: Elsevier.
Module Resources
Blackboard Virtual Learning Environment
Specialist Esports Hub
Microsoft Teams
Digital IT Services
Henrion Media Centre
Module Learning Outcomes
1.
Understand and analyse the planning process and workflow, alongside the limitations for running an Esports Broadcast Production
Problem Solving
2.
Demonstrate knowledge and understanding of the roles and operations behind an Esports Broadcast Production
Knowledge and Understanding
3.
Demonstrate the ability to operate and produce a Live Esports Broadcast Production
Application
Communication
4.
Reflect on knowledge and understanding of standard technical setups and layouts
Reflection
ADDITIONAL ASSESSMENT DETAILS
A1. 30%
Practical
In groups students will produce a live esports production of between 10 and 12 minutes. They will be allocated a role of responsibility by the tutor. The production must be accompanied by a detailed run down.
A2. 70%
Evaluation of role (1,500 words)
Students will evaluate their performance in the production of the live esports stream demonstrating knowledge of industry standards for broadcasting and an understanding of specific skills required for an esports production.
WEB DESCRIPTOR
You will learn how to adapt spaces and create esports arenas, with audio visual, rear end server, front end games and external broadcasting technical capabilities. Using a range of technical and broadcast methods you will learn how to develop the overall experience with lighting, screens, cameras and audio.
LEARNING STRATEGIES
The learning strategy for the module requires you to commit 300 learning hours (including assessment). Of this there will be 48 hours of interactive classroom support and 252 hours of independent and self-directed study.
During the academic year, you will review and analyse an array of major esports broadcasts and will be encouraged to participate in organising and broadcasting your own. To supplement your learning, this module will be taught on a more hands-on approach, taking advantage of the practical skills that are required to succeed in the world of live broadcast production. You will have the opportunity to utilise our dedicated facilities and industry standard equipment and software.
INDICATIVE CONTENT
This module explores the environment surrounding live esports broadcast, its importance in relation to practical implementation throughout pre-production, production and post-production stages alongside the roles that exist within this sector.
esports broadcasting: production and streaming
Live and remote production
Broadcast software and equipment
Creativity and assets
Streaming platforms
NDI
Technical Setup
Computer networking
Cable routing
Cameras
Audio and lighting
Roles and responsibilities
Directors, Technical Directors & Cameras
Producer
Video and Graphics
Observers
On-Air Talent