Production 360 Issue V1.2 November-December 2024
Production360º is dedicated to covering the latest developments in the TV & Film media, sport and entertainment industries. From emerging technologies in video production to strategic partnerships between industry giants, Production360 offers a comprehensive overview of the trends shaping the landscape. Whether you’re interested in the latest award winners or innovative solutions for streamlining production workflows, Production360º provides valuable insights and analysis for professionals in the field. #TVBroadcasting #Television #Film #SportsTV #Broadcast #Media #MediaIndustry #ContentCreation #ContentMarketing #LiveTV #NewsBroadcasting #SportsBroadcasting #EntertainmentTV #TVDocumentary #TVProduction #TVShows #TVSeries #TVNetworks #Broadcasters #TVHosts #TVCrew #TVTechnology #BroadcastTechnology #HDTV #4KTV #8KTV #UltraHD #TVStreaming #OBBroadcast #OutsideBroadcast #CableTV #SatelliteTV #BroadcastRegulation
Production360º is dedicated to covering the latest developments in the TV & Film media, sport and entertainment industries. From emerging technologies in video production to strategic partnerships between industry giants, Production360 offers a comprehensive overview of the trends shaping the landscape. Whether you’re interested in the latest award winners or innovative solutions for streamlining production workflows, Production360º provides valuable insights and analysis for professionals in the field.
#TVBroadcasting #Television #Film #SportsTV #Broadcast #Media #MediaIndustry #ContentCreation #ContentMarketing #LiveTV #NewsBroadcasting #SportsBroadcasting #EntertainmentTV #TVDocumentary #TVProduction #TVShows #TVSeries #TVNetworks #Broadcasters #TVHosts #TVCrew #TVTechnology #BroadcastTechnology #HDTV #4KTV #8KTV #UltraHD #TVStreaming #OBBroadcast #OutsideBroadcast #CableTV #SatelliteTV #BroadcastRegulation
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YOUR MAGAZINE FOR SPORT, NEWS, FILM & TV AND EVENTS
V1.2 • NOVEMBER-DECEMBER 2024
The Virtual Production Revolution
How new technologies are transforming TV and film production
Widen your picture and
elevate your brand with
all-year-round exposure
Reach a highly engaged audience of industry professionals with
our specialised digital magazine. Maximise your brand visibility and
connect with potential global clients and partners in the TV and film
production world. Our publication offers unparalleled reach and
credibility, ensuring your message resonates with decision-makers.
It starts by emailing chris@production360.media
PRODUCTION360.MEDIA WELCOME
NOVEMBER-DECEMBER 2024 | 3
Welcome to Production 360º
A very warm welcome to issue two
of Production360°, and we hope you
enjoy it. Myself, Dean and David
have worked incredibly hard to
produce a fresher style of publication
with the goal of making easy-toread,
thoughtful and insightful
content with compelling levels of
interactivity, which is a challenge
when many companies are still not
100% confident in supplying dynamic
video — strange for a moving
image industry!
This issue will feature thought leadership from Vizrt,
Sony, Canon, Pixotope, MRMC, Disguise and Alfalite. We
are also incredibly fortunate to have excellent articles from
David Davies, our contributing writer, and another superb
article from Ben Swanton at 808 Talent — a huge thank
you to you all.
Launching a new product into a highly competitive
area where there are some established platforms, brands,
and personalities was never going to be easy. It is more
challenging to publish two issues before the year-end
when most budgets were already exhausted; however, the
first issue went down incredibly well. We received positive
feedback at IBC as well as constructive advice. Again, thank
you to all; you know who you are.
This is not a revolution but an evolution. We have other
things in the pipeline designed to offer thought leadership,
brand awareness and lead generation — do continue
to watch this space. The end game is to have the most
attractive, interactive, and readable platform across any
device, with influential content from industry leaders and
value and ROI for potential supporters. Everything has
to work — we can do more than position an ad on a page
expecting results. With your support, we can do more for
you. All we ask is that you take a look at what we do.
Along with www.production360.media and our highly
engaging LinkedIn audience, which is 4300 and growing
daily, we have three channels to ensure it does work. No
subscription or data is required. If you like what you see,
please share. If you want to be involved, drop me a line or
give me a call.
Thank you and enjoy.
Chris Cope, Publisher
Production 360º
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PRODUCTION360.MEDIA NOVEMBER-DECEMBER 2024 | 5
Publisher
Chris Cope
chris@production360.media
Contributing Writer
David Davies
daviddaviesjournalist@gmail.com
Production
Dean Cook
deancook@magazineproduction.com
Production 360 Media Ltd,
6 The Forum, Minerva Business Park,
Peterborough, PE2 6FT.
Tel: +44 (0)20 3289 8015
Website: www.production360.media
Production 360 is published six times
a year by Production 360 Media Ltd.
© 2024 Production 360 Media Ltd
The views expressed in Production 360
not necessarily those of the editorial or
publishing team.
@production360
/production360
3 Welcome to Issue 2
Publisher Chris Cope welcomes readers to the second
issue of Production360, which focuses on virtual
production (VP) and related technologies such as
extended reality (XR).
6 Production360 News
Rise Awards announces its Woman of the Year, while
there is business and technology news from Avid,
Vizrt, CJP Broadcast Service Solutions, Panasonic,
ROE Visual, Mediagenix and BirdDog.
14 From broadcast to YouTube: how VP
and AI are shaking up video
The TV and film production industries are in the midst
of a huge period of change. Chris Black, global head of
brand and communications at Vizrt, sets the scene for
our VP issue.
18 Virtual production: the next
pieces of the puzzle
The rapid rise of virtual production over the past five
years has been nothing short of phenomenal but now
standardisation is needed, writes David Davies.
20 Alfalite’s Luis Garrido: ‘It’s a new era
for AI production’
Luis Garrido, executive director of leading LED screen
manufacturer Alfalite, discusses the transformational
impact of virtual production and the need for
standardisation as this area of technology matures.
26 MRMC’s Paddy Taylor: ‘Convergence
between gaming and film is a
natural progression’
Paddy Taylor — head of broadcast at Mark
Roberts Motion Control (MRMC) — reflects on the
development of VP workflows and his expectations for
the next stage of the technology’s progress.
CONTENTS
30 Canon’s Graham Payne: ‘The pandemic
put VP in fast forward’
Graham Payne, product business developer ISB
at Canon UK&I, reflects on the benefits of VP and
outlines some of the Canon solutions that have been
adopted in this area.
34 Disguise’s Milo Hancock: ‘We’re in the
maturity phase of VP’
Shortly after it was announced that Disguise had
received new funding with the MAX-R alliance,
technical solutions specialist Milo Hancock discussed
an area of technology where “evolution is constant”.
38 Pixotope’s Marcus Brodersen: ‘VP
meets the demand for high-quality,
immersive content’
Marcus Brodersen, CEO of virtual production software
and solutions innovator Pixotope, discusses the role
that VP is playing in the creation of “flexible, efficient
and creative production solutions.”
42 Sony’s Sebastian Leske: ‘VP’s
vast potential to transcend the
boundaries of technology’
Sony Professional Europe’s business development
manager, cinematography, Sebastian Leske, discusses
some of the many new creative opportunities
heralded by the rise of VP.
46 Remote hiring: common pitfalls (and
how to avoid them)
In his second article for Production360, Ben Swanton
— founder and CEO of 808 Talent — explores the
challenges of remote hiring in global broadcast media
and sports technology.
6 | NOVEMBER-DECEMBER 2024 NEWS
PRODUCTION360.MEDIA
2024 RISE AWARDS
ANNOUNCE WOMAN
OF THE YEAR WINNER:
MEGAN MAUCK
Rise, the awardwinning
advocacy
group for gender
diversity in the media
technology sector, is
proud to announce
the 2024 winner of the
Woman of the Year
Award, Megan Mauck.
Megan is the
Senior Vice President of Media Operations
at NBCUniversal and will receive her award,
sponsored by Zixi, during the Rise Awards
2024 ceremony, which was held Troxy,
London in November.
Megan began her career as an Engineering
Co-Op at Toyota, before joining General
Electric’s Operational Management Leadership
Program in 2006, where she launched her
professional journey with NBCUniversal.
Over the years, she has progressed through
a series of increasingly senior operational
and project management roles, ultimately
advancing to her current position as a senior
executive. Megan holds a degree in Mechanical
Engineering from Purdue University and is
based in Los Angeles, California.
In her current position, Megan leads
NBCUniversal’s 24/7 Media Operations across
Los Angeles, Denver, and New York.
Avid acquires Wolftech
Avid, the global provider
of software solutions for
professional media production,
recently announced it has
completed the acquisition of
the cloud-based multiplatform
news planning, production and
publishing solutions, Wolftech
Broadcast Solutions.
The acquisition enables Avid
to combine its digital-first,
end-to-end media solution with
Wolftech’s expertise in storycentric
workflow management.
News organisations will be
able to increase efficiency and
accelerate story delivery through
enhanced remote collaboration
and multiplatform amplification.
Avid CEO Wellford Dillard
stated: “This is an exciting
moment. Wolftech is
unquestionably on the
leading edge of where the
industry is going, and this
acquisition demonstrates Avid’s
commitment to transform news,
sports, and live production
workflows. We are delighted
to welcome Wolftech into
the Avid family.”
Wolftech CEO Arne Berven
added: “We were focused on
finding a partner that could
accelerate the adoption of our
platform globally. We explored
a number of possibilities, but
when we talked to Avid, we knew
it was the right match.”
The closing of the acquisition
follows Avid’s announcement
on October 7 that the company
had entered into a definitive
agreement to acquire Wolftech.
With this acquisition, Avid
deepens the integration
between the two toolsets while
continuing to embrace an open
approach in partnering with a
wide range of media production
tools and newsroom systems.
Existing Wolftech customers
will benefit from Avid’s global
scale for customer support and
professional services.
Ian Axton, Head of Production
Operations for ITV News,
said: “As a customer of both
Avid and Wolftech we’re
excited about the benefits
this acquisition will bring to
our users and our business.
Wolftech has transformed the
way our journalists work and
collaborate across our multiple
newsrooms and platforms. We
see deeper integration with Avid
MediaCentral as the next logical
step in bringing a single pane of
glass newsroom solution to life
and see this acquisition as a very
positive way to accelerate that.”
Dillard added: “This acquisition
strengthens Avid’s position in
the news market and confirms
our commitment to deliver
best-in-class solutions that
empower news organisations
to thrive in today’s fast-paced
digital landscape. Together,
Avid and Wolftech will enable
news production teams to
accelerate storytelling — from
pitch to publish.”
8 | NOVEMBER-DECEMBER 2024 NEWS
PRODUCTION360.MEDIA
Pushing the boundaries of live broadcast, the
AFL Final’s virtual camera and AR technology
created a viral social media spectacle
Vizrt, the leader in real-time graphics and live
production solutions for content creators, has
partnered with Champion Data to bring Katy
Perry’s state of the art Australian Football League
(AFL) Grand Final pre-show performance alive with
virtual reality graphics.
A powerful product of the convergence of AR
broadcast graphics and live entertainment, the
collaboration enabled an elevated broadcast
experience for fans tuning in at home and
captivated global audiences on social media.
The event saw the AFL Grand Final attract a
record-breaking audience of 4 million people
tuning into the show via Seven Network. Fans
watching from home were treated to a blend of
high-action performances from Katy Perry and
supporting artists that were interwoven with a
range of dynamic, futuristic galaxy-like graphics.
“Despite the AFL Final being an elaborate, live
show with multiple camera inputs and extensive
graphics overlays, the Vizrt tools very much
enabled us to ‘set and forget’ when it came
to production programming. We had such
confidence in delivering Katy Perry’s production
knowing that Viz Virtual Studio and Viz Engine
formed the technical backbone. We didn’t need
to tweak too much — whether it be for her
performance or our standard game day graphics
— it all came together perfectly,” remarks Andrew
Mott, Champion Data.
Utilising Viz Engine 5’s seamless 4K Unreal Engine graphics
integration, Seven Network’s broadcast teams effortlessly
blended augmented reality graphics into live broadcast
streams, lifting premade graphics created by Katy Perry’s
production team, Silent Partners Studio, in Unreal Engine.
The hybrid augmented reality production saw Champion
Data push the boundaries of its existing AFL production
infrastructure rather than rebuilding from the ground up. The
production team utilized the same technical set up to generate
both the usual Match Day graphics and the AR graphics for Katy
Perry’s performance.
“Seeing the Champion Data team leverage its Vizrt set up to
pull off a remarkable feat of creative graphics for Katy Perry’s
show is testament to the skill, dedication and expertise of the
Champion Data team. Spectacular venue-based graphics were
once only reserved for select high-end projects using specialist
equipment, but the Champion Data team have proved that
Vizrt ecosystems can be used to
unlock the same incredible results,
broadening access to showstopping
graphics capabilities to
everyone,” adds Andrew O’Neil, Head
of Sports, Vizrt.
For Katy Perry’s performance,
Champion Data leveraged Tracking
Hub and Studio Manager from its
existing Viz Virtual Studio installation,
a staple of its typical Match Day
graphics set up for Seven Network,
to feed in data from three cameras
— two of which supplied mechanical
tracking data. All three cameras
sent data to, and were calibrated in,
Studio Manager, passing on outputs
to three Viz Engines on the day which
enabled rendering of Mushroom
Graphics Unreal-based graphics
onto the live feeds.
Spearheaded by Champion
Data, the project brings together
expertise from a range of technology
and live production and event
leaders including Vizrt, Mushroom
Events, Silent Partners Studio,
NEP Group Inc, Seven Network
and Epic Games.
www.vizrt.com
PRODUCTION360.MEDIA NEWS
NOVEMBER-DECEMBER 2024 | 9
BCoT opens state-ofthe-art
virtual studio
Basingstoke College
of Technology (BCoT)
made a half million
pound investment
in a purpose-built
green screen virtual
production studio,
designed and
integrated by CJP
Broadcast Service
Solutions. This new
facility is tailored to
meet the evolving
needs of the media and
entertainment industry,
ensuring students gain
practical experience
with professional tools.
The studio features
high-resolution
cameras integrated
with advanced tracking
systems for precise
alignment between
live footage and realtime
virtual graphics.
This setup supports
final-pixel workflows,
enabling students
to produce complex
virtual scenes akin
to those in high-end
film and broadcast productions. The low-energy
lighting rig, designed to work seamlessly with
green screen technology, enhances sustainability
without compromising output quality.
CJP’s comprehensive integration of advanced
production tools helps bridge the skills gap
between education and industry. By working
with a range of technologies—including
motion capture, real-time animation, and postproduction
suites—students develop critical
technical skills and gain exposure to industrystandard
practices. This hands-on training
builds confidence and proficiency, laying the
foundation for a seamless transition into the
professional world.
The new facility, launched for the 2024 academic
year, demonstrates CJP’s expertise in creating
practical media production spaces for education.
This studio allows students to work with industrystandard
tools and technologies, closing the
gap between theoretical learning and real-world
media production practices.
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10 | NOVEMBER-DECEMBER 2024 NEWS
PRODUCTION360.MEDIA
Panasonic’s Kairos Platform delivers a competitive
eSports advantage for University of Staffordshire
Panasonic’s KAIROS platform is
utilised alongside 4K-capable PTZ
and studio cameras, delivering an
eSports degree that equips students
with the required industry skills.
University of Staffordshire has
created a state-of-the-art eSports
broadcasting course with the
support of Panasonic and its longterm
partner, Digital Garage. This
will enable the university to run
eSports events, accommodate
more students onto the course and
position itself as a leader in academic
eSports broadcasting.
University of Staffordshire was the
first university to launch a dedicated
eSports degree. It has enlisted Digital
Garage to expand its professional
broadcasting capabilities, as part
of a £2.7 million eSports expansion
programme at the university’s
Stoke-on-Trent campus. As the
primary contractor, Digital Garage
will manage the entire design and
build, equipping the space with
professional broadcast studio
equipment from Panasonic.
IP-BASED VIDEO PRODUCTION
The new 61-seat arena in University of
Staffordshire’s eSports Broadcasting
Hub will utilise Panasonic’s state-of-the-art live video production platform,
KAIROS. Two AT-KC200 mainframes will be utilised, compatible with the SMPTE
ST 2110 IP-based transmission standard that is revolutionising the transmission
of video and audio signals over IP networks.
Ideal for remote and studio-based production environments, KAIROS
virtualises traditional switcher functions and eliminates many legacy switcher
hardware constraints. It features innovative CPU/GPU architecture and
removes the one-to-one input restrictions of SDI-only switchers. This will
enable much of the intermediary kit to be removed, providing a cutting-edge,
cost-effective solution for eSports broadcasting.
The installation of Panasonic’s KAIROS platform and 4K-capable cameras
provides students with a professional broadcast environment in a university
setting. Their experience in operating Panasonic’s cutting-edge KAIROS
platform and IP-based video production networks delivers the future skills
they need to go into the workplace.
Richard Mortimer, Technical
Services Manager at University of
Staffordshire, commented: “We
needed to deliver a course to recruit
the next generation of sportscasting
students, albeit within budget. Digital
Garage gave us the confidence
to step out of our comfort zone
and invest in high-level Panasonic
technology, to build industryleading
facilities with commercial
viability. We knew that adopting
ST 2110 was absolutely the right
decision, giving us a competitive
advantage in eSports.”
4K-CAPABLE
BROADCASTING
University of Staffordshire’s studio
is equipped with three AW-UE100
4K-capable PTZ cameras and
three AK-HC3900 HDR studio
cameras. The UE100 PTZ is the
first 4K 50p/60p[1] PTZ camera
to support high bandwidth NDI®
and SRT IP transmission protocols.
Its direct drive motor delivers
smooth pan and tilt movements,
with a wide-angle lens with a 74.1°
field of view and 24x optical zoom
offering installation flexibility, low
noise, and high-resolution image
PRODUCTION360.MEDIA NEWS
NOVEMBER-DECEMBER 2024 | 11
capture — making it ideal for remote and studiobased
productions.
The HC3900 1080p HDR studio camera is
equipped with a large 4K-CMOS sensor for high
sensitivity and video quality, ideal for broadcasting,
events, education, and corporate environments.
Future upgrades to native 4K 60p/50p will enable
the HC3900 to deliver native 4K video with a
horizontal resolution of 2,000 TV lines.
PROFESSIONAL BROADCASTING IN
AN ACADEMIC SETTING
With Digital Garage managing every aspect of the
project, including design, build and budgeting, it
has complete autonomy over the selection of bestof-breed
kit from Panasonic. It has also re-designed
the installation and staging layout to maximise the
form and functionality of the space.
Furthermore, Digital Garage and Panasonic have
delivered ST 2110 and KAIROS-based training, to
help University of Staffordshire’s IT and academic
staff transition to an AVoIP-based production
approach. This will enable them to manage the
innovative technology and answer any installation
or workflow queries — whilst supporting
students effectively.
Mike Whelan, Managing Director of Digital
Garage, added: “KAIROS live production platform
was a no-brainer; the ultra-low latency of ST 2110 is
ideal for eSports. Combined with Panasonic’s PTZ
and studio cameras, University of Staffordshire’s
eSports arena now has the ‘wow’ factor. They
can now provide state-of-the-art technology to
students, giving them the tools required to run and
host eSports events.”
Click here to read the full case study.
Take 2 Studios Partner with
ROE Visual to Host Hands-on
Virtual Production Workshop
ROE Visual and Take 2 Studios have partnered
to host the region’s first-ever interactive and
hands-on virtual production workshop. Split
over two days, ‘Virtual Production Unlocked’ will
bring together a panel of filmmaking experts
from around the world to share knowledge
and provide insight into the very latest content
creation techniques.
Established in 2023 by sibling team Felix and
Viktoria Brandstetter, Take 2 Studios has rapidly
become the studio of choice for European ad
agencies and production companies. The team
provides a fully managed service and has filmed
everything from car commercials to fashion ads
and product photography.
Take 2 features a cutting-edge LED virtual studio
equipped with Hollywood-grade technology,
which enables clients to shoot in any virtual
environment imaginable, where they can hold
golden hour all day and work uninterrupted by
the weather and other distractions of traditional
content creation.
Speaking ahead of the event, founder Felix
Brandstetter said: “This workshop is ideal for
content creators who want to integrate virtual
production into their projects and leverage
the technology to create compelling, visually
stunning narratives. Whether you’re looking
for an introduction to VP, would like to sharpen
your technical skills, or expand your professional
network, this event will offer invaluable insights
into the future of filmmaking.”
Apart from a full day of hands-on experience,
participants will gain first-hand tips and tricks
from seasoned and industry-leading specialists,
including Steve Giralt from The Garage,
renowned for his commercial work, Nils Pauwels,
an audiovisual expert and Co-Founder of IIM,
and Mazze Aderhold, Chief Workflow Engineer
at Assimilate Inc., with over 15 years of postproduction
experience.
Virtual Production Unlocked is open to
professionals in the film industry, creative
agencies, and businesses who need to shoot
content regularly, regardless of their previous
VP experience. Traditional film staff, like writers,
producers, set runners, DoPs, the art department,
Gaffer & Grip, marketing directors, and brand
owners, will gain valuable insight into the limitless
possibilities of virtual production.
12 | NOVEMBER-DECEMBER 2024 NEWS
PRODUCTION360.MEDIA
Mediagenix survey shows 55% of media companies
struggle with automation and system connectivity
Mediagenix, a leading provider of smart content
solutions, has published this year’s M-Connect
Survey results. The report provides an in-depth
analysis of the media industry’s current state of
maturity in three critical areas: data-driven decisionmaking,
automation, and system connectivity.
The report is based on responses gathered
during the May 2024 M-Connect event and
assesses participants’ maturity levels in digital
transformation, revealing that many companies
are lagging behind industry best practices. It
highlighted that 55% of media organisations are
still in the early stages of effectively integrating
these strategies. The survey findings emphasised
the need for media organisations to adopt a
more structured approach to leveraging data,
automating tasks, and connecting systems.
In relation to data-driven decision-making, 49% of
respondents are either sporadic or ad-hoc in their
use of data-driven strategies. The report found that
leveraging data enabled media companies to make
more informed and quicker decisions on content
acquisition, scheduling, and monetisation. The
average score was 2.6 out of 5, indicating limited
integration of data into current processes.
Whilst there has been significant interest from
media industry stakeholders in AI and automation
for content workflows, many have not leveraged
this technology effectively. A significant 67%
of organisations lack structured approaches to
automation, scoring an average of 2.3 out of 5.
Only 33% had developed a deliberate strategy to
By capitalising on datadriven
decision-making,
automating our processes, and
connecting our systems, MBC is
future-proofing its workflows
automate core processes, highlighting a major
opportunity for improving efficiency and reducing
operational errors.
In order to enable faster and more accurate
content decisions, and reduce manual tasks,
media companies need to facilitate real-time data
flow across their organisations. However, 48% of
respondents reported limited system connectivity,
which prevented streamlined workflows and
real-time data sharing. With an average score of
2.6, many organisations still struggle to achieve
full integration across their systems, despite the
availability of advanced cloud-based solutions.
Gunel Mammadova, Director, Corporate
Planning and Management at MBC Group states,
“The industry needs to step up its use of smart
workflows to remain competitive. At MBC Group we
understand that achieving high maturity in these
areas means we are better positioned to navigate
challenges, make the most of new opportunities,
and deliver content more efficiently. By capitalising
on data-driven decision-making, automating our
processes, and connecting our systems, MBC is
future-proofing its workflows.”
Ivan Verbesselt, Chief Chief Strategy & Marketing
Officer, Mediagenix added, “Mediagenix is
committed to supporting companies on their
journey to becoming more smart, streamlined,
and connected. Our collaboration with industry
leaders has revealed that the path forward requires
investing in tools and strategies that enhance
visibility, reduce redundancies, and enable more
agile decision-making. These are the key drivers of
our solutions orchestrating the content life cycle
as a lean set of collaborative workflows around one
source of truth.”
PRODUCTION360.MEDIA NEWS
NOVEMBER-DECEMBER 2024 | 13
BirdDog X1 Ultra recognised in Australia’s
International Good Design Awards for
Excellence in Design and Innovation
The 2024 Australian Good Design Awards were
unveiled recently, showcasing the pinnacle of
design excellence in a grand ceremony at the
International Convention Centre (ICC) Sydney,
attended by over 1000 distinguished guests
from design, architecture, engineering and
business sectors.
This year’s theme, ‘The Design Effect’,
underscored the crucial role design plays in
shaping better products, services, spaces, and
experiences while driving the transition to a more
sustainable, less carbon-intensive future.
The Australian Good Design Awards highlighted
how design not only enhances functionality and
aesthetics but also contributes significantly to
business success and societal advancement.
Among the standout winners was BirdDog X1
Ultra — Unified Communications and Broadcast
Robotic Camera, which received a prestigious
Good Design Award Winner Accolade in the
Product Design category for exceptional design
and innovation.
The Jury praised BirdDog X1 Ultra — Unified
Communications and Broadcast Robotic Camera
commenting: “The X1 Ultra robotic PTZ camera
delivers broadcast-quality performance in a
compact form factor, ideal for AV meeting rooms
and live productions. The Jury admired the
clean design and clever use of the light ring for
intuitive user interaction. This camera stands out
for its combination of compactness and highquality
functionality, making it a valuable tool for
enhancing visual presentations.”
Rachel Wye, Managing Director of Good Design
Australia, remarked, “This year’s Awards reflect
the profound ripple effects that exceptional
design can have on people, place and planet. The
projects honoured in these Awards exemplify
how thoughtful design can drive meaningful
change, not only enhancing user experiences
and the way people interact with the world,
but also contributing to a more sustainable
and more prosperous future. The Australian
Good Design Awards are proud to recognise
the truly inspirational work that is being done
across different design disciplines, sectors and
industries in Australia and overseas.”
The 2024 Awards highlighted excellence
across 12 Design Disciplines, covering more
than 32 Categories, and it recognises a diverse
range of projects from Australia and abroad,
encompassing architectural design, engineering,
digital and communication design, and emerging
fields such as design strategy, social impact and
policy design — a new standalone category
introduced in 2024.
14 | NOVEMBER-DECEMBER 2024 VIZRT
PRODUCTION360.MEDIA
From broadcast to
YouTube: how VP and AI
are shaking up video
We are in the midst of a huge period of change as several pioneering
new technologies reshape the way that content is produced
and consumed, writes Chris Black, global head of brand and
communications at Vizrt.
As media continues to evolve, it’s clear that
the tools we use to tell stories must also
change. Virtual production and extended
reality (XR) are leading this transformation,
offering broadcasters and content creators
new ways to engage their audiences. These
technologies, along with AI and automation,
are reshaping how we produce and consume
content, creating immersive experiences that help
audiences connect with stories on a deeper level.
More importantly, they are no longer reserved
for major networks as smaller broadcasters and
independent creators can now leverage these
powerful tools as well.
VIRTUAL PRODUCTION: UNLOCKING
NEW DIMENSIONS IN STORYTELLING
Virtual production offers a level of creative
freedom that transforms how we present complex
stories. For example, when covering data-heavy
events like elections or significant natural
PRODUCTION360.MEDIA VIZRT
NOVEMBER-DECEMBER 2024 | 15
Enabling Sustainable, Scalable
Growth
disasters, traditional footage often doesn’t do justice to the complexity
of the situation. By integrating virtual sets or augmented reality (AR), we
can provide more detailed visualisations that help audiences understand
these events better.
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16 | NOVEMBER-DECEMBER 2024 VIZRT
PRODUCTION360.MEDIA
Extended reality (XR), which is often a mix of video walls and
augmented/virtual reality, has become a critical tool for broadcasters
who want to engage audiences in innovative ways
Virtual production makes it possible to not
just broadcast results, but to enhance the entire
experience, providing viewers with in-depth
insights, as seen in the immersive, AR-powered
Downing Street experience created by Sky
News. The most exciting part? These tools
are no longer exclusive to large broadcasters.
Solutions like Viz Virtual Studio Go make
virtual production affordable and accessible
for smaller broadcasters and independent
creators. Now, with a single system, anyone can
create professional-quality virtual sets and AR
environments, levelling the playing field for all
content creators.
XR: ENHANCING VIEWER ENGAGEMENT
Extended reality (XR), which is often a mix of video
walls and augmented/virtual reality, has become a
critical tool for broadcasters who want to engage
audiences in innovative ways. By merging the real
world with virtual elements, XR allows presenters
to interact directly with data, creating a more
immersive and dynamic experience. Whether
it’s election coverage or explaining scientific
phenomena, XR gives broadcasters the ability
to present information in a way that feels more
personal and interactive.
For example, during India’s 2024 elections,
broadcasters used Viz Engine 5 to deliver striking
live graphics and AR-led virtual studios, bringing
viewers closer to the world’s largest democratic
election. Similarly, RTVE’s immersive XR approach
for the European elections allowed them to
virtually place presenters in iconic locations like
the European Parliament, making the elections
coverage far more engaging for their audience.
MAKING INNOVATIVE
TOOLS ACCESSIBLE
One of the biggest shifts we’ve seen in recent years
is the democratisation of production tools. No
longer are high-end graphics engines and virtual
sets limited to the major players. Tools like HTML5
graphics and cloud-based services have made it
easier than ever for smaller content creators to
produce polished, professional content without
needing an enormous budget.
For content creators running YouTube channels
or small-scale broadcasts, tools like HTML5
graphics provide an accessible way to enhance
storytelling. These cloud-based solutions offer
PRODUCTION360.MEDIA VIZRT
NOVEMBER-DECEMBER 2024 | 17
powerful capabilities at a fraction of the cost,
allowing anyone to integrate live data into their
broadcasts. For instance, broadcaster TBC in
South Korea successfully used Viz Flowics to
manage real-time election data, creating engaging
visuals without advanced coding skills or external
graphic design support, all while saving costs.
AI AND AUTOMATION:
THE NEXT FRONTIER
While virtual production and XR have already
changed the way we tell stories, the next big
wave of transformation is coming through AI and
automation. These technologies are simplifying
complex production processes, making it easier for
individuals and smaller teams to produce highquality
live broadcasts and virtual environments.
Generative AI is already being used to create
virtual backdrops, allowing creators to quickly
generate environments that match their
narratives. Automation is taking over the more
repetitive tasks, freeing up time for content
creators to focus on storytelling rather than
technical details. Soon, we’ll see more AI tools
seamlessly integrating into live production
workflows, enhancing both the speed and quality
of content creation.
However, while AI and automation are
incredibly powerful, they still require a creative
touch. You still need that artistic eye to bring
everything together, ensuring that the tools
enhance your story rather than overshadow it. AI
can assist, but the vision must always come from
the storyteller.
MAINTAINING TRUST IN A VIRTUAL AGE
One of the challenges we face as we embrace
virtual production and XR is maintaining
trust with our audiences. In a world where
misinformation can spread rapidly, ensuring
the authenticity of virtual content is crucial.
Audiences trust the brands they follow, and part
of that trust comes from knowing the stories are
accurate and credible.
This is where technology can help. Tools
like C2PA ensure that the images and footage
used in virtual productions are authentic,
allowing broadcasters to verify the source
and integrity of the content they’re presenting
and giving audiences at home the verification
that the content they are seeing is real and
correctly attributed to the story. As we
continue to rely on virtual elements to tell
stories, being transparent about how we create
and verify those stories will be essential to
maintaining that trust.
THE FUTURE OF
STORYTELLING IS VIRTUAL
Virtual production and XR are not just trends; they
are the future of storytelling. These technologies
offer endless possibilities for broadcasters and
content creators to push the boundaries of
traditional media. As these tools become more
accessible, we will continue to see new and
innovative uses that engage audiences in ways we
haven’t yet imagined.
With AI, automation and affordable virtual tools
driving this next wave of innovation, the future
of storytelling is more dynamic, immersive, and
inclusive than ever before.
18 | NOVEMBER-DECEMBER 2024 COMMENT
PRODUCTION360.MEDIA
SMPTE’s RIS-OSVP initiative team (L to R): Valentin P. Alt, AC/DIT; Danna Kinsky, camera assistant; Snehal Patel, director/
producer at FearlessProductions.tv and committee leader for the Camera and Lens Metadata Committee; Dave Stump,
ASC BVK; Rob Hummel, photographer; Phil Holland, cinematographer/image scientist; and Joe di Gennaro, stage.
Virtual production: the
next pieces of the puzzle
The rapid rise of virtual production over the past five years has been nothing short of
phenomenal. But as the technology continues to grow and mature, there will need to be
more standardisation and consolidation, writes David Davies.
As recently as 12 months ago, it was possible
to argue that the dramatic emergence of
virtual production (VP) — the technology
area that allows content producers to interactively
visualise and create scenes in a studio
environment — was without precedent in recent
memory. Of course, that was just before it became
truly apparent how transformative AI was going to
be — on both our working and non-working lives,
and in both positive and negative ways.
Nonetheless, the trajectory of VP has been —
and continues to be — phenomenal. According to
recent data from Grand View Research, the global
VP market size was estimated at US$ 2.11 billion
in 2023 and is on track to grow at a compound
annual growth rate (CAGR) of 18.6% from 2024
to 2030. Moreover, this will be played out against
an increasingly global background of adoption;
the US remains the largest market, but Europe is
growing fast and now Asia-Pacific is forecast to
have the highest CAGR for the next six years.
Simultaneously, the pace of innovation is — if
anything — continuing to accelerate in both
hardware and software development. LED
video wall screens — employed for real-time
background visuals during internal shoots —
as well as integrated virtual camera systems
and motion capture workstations are among
the types of hardware where the rate of new
launches remains frenetic. And as with so many
other prior tech trends in broadcast and media,
increased competition and a greater attention
to the full span of productions and budgets (ie.
not just the top-tier movie projects that initially
championed the technology) is rendering VP
increasingly accessible to all content creators.
PRODUCTION360.MEDIA COMMENT
NOVEMBER-DECEMBER 2024 | 19
This is a development highlighted and welcomed
by many of the vendors interviewed in this edition
of Productionº360.
The outlook in software is arguably even
more tantalising. As several of our interviewees
indicate, the initial dominance of software
platforms drawn from the gaming industry
is unlikely to be open-ended. New players are
coming into the space with what we might label
‘VP-first’ solutions that could prove to be more
customisable to the requirements of film and
TV production. With Artificial Intelligence (AI)
and Machine Learning (ML) bound to have an
increasing impact on software capabilities, the
next few years of VP software development are set
to be extremely exciting.
But for all of the huge potential afforded by VP,
there are also some attendant challenges that will
have to be addressed with some urgency if the
technology is to continue maturing successfully.
THE TYRANNY OF CHOICE?
On one hand, the advent of new players in the
market is brilliant news for overall levels of
innovation and availability of creative options. On
the other, there is a distinct danger that — in an
area of the market that is still incredibly young in
relative terms — the amount of choice becomes
so great that content producers simply don’t know
which way to turn. This could become especially
apparent if, as anticipated by some observers,
the underlying software becomes more niche and
oriented towards specific types of production.
In this case, it could well be that the inherent
tides of the marketplace provide something of
a resolution. A phase of consolidation tends to
occur after a few years in any significant new
area of technology, and judging by some sources
it seems this could already be underway in VP.
As Grand View Research notes, “the level of
M&A [mergers and acquisitions] activities in the
market is rising significantly.” Meanwhile, the
close relationships between technology giants and
creative studios is enhancing “the advancements
in [VP], subsequently fuelling increased
consolidation of the market.”
Greater diversity of technology is also tied
to another growing challenge: the need for
technical standardisation. We do not have to
reach too far into M&E’s past to locate examples
of tech movements that have been held up by
interoperability issues. The impact of ST 2110
on the adoption of IP-based workflows has
been so positive that it can be easy to forget the
difficult — and highly unpredictable — years
that preceded it. In a market that had sometimes
seemed intractably diffuse, the guaranteed level of
interoperability provided by standardisation has
brought significant cohesion to the market, and
ensured that IP now stands poised to reach its full
potential worldwide.
Now we need to see the same kind of trajectory
occur in VP. The newness and complexity of
the market mean this will be far from easy, but
without greater interoperability it’s possible
that VP could eventually hit a ceiling in some
areas of production, especially at the middle
and lower tiers.
Here, too, there is some cause for optimism
as a number of standardisation programmes
are underway. One notable example is the
SMPTE Rapid Industry Solutions, On-Set Virtual
Production (RIS-OSVP) initiative, which was
established in 2021 to devise interoperability
specifications, workflows and best practices for
the industry, along with supporting educational
courses and webcasts. Underlining the
widespread observation (including in this issue)
that standardisation of camera and lens metadata
is a top priority, the initiative recently undertook
a camera and lens measurement study to test
and validate the optical model for accurately
determining the circle of confusion and the near
and far focus planes.
AGENT OF CHANGE
There are other challenges to be attended to —
although in several of these, VP can also be a real
agent of change. Environmental impact is one
such area; at the moment, data about VP’s carbon
output is relatively scarce, beyond the obvious
parameter of its ability to significantly reduce the
amount of travel associated with location filming.
However, the newness of the technology means
there is huge potential to put in place rigorous
and universal carbon reporting from an early stage
— ensuring that not only is its specific impact
comprehensively understood, but that its lessons
can be implemented elsewhere.
Ultimately, these are not insurmountable
challenges and with more collaboration and
collective action — which does now seem to be
emerging — there is reason to hope many of them
will be partially resolved in the next few years.
They also shouldn’t be allowed to overshadow
a phenomenal story of technological progress
whose presence is felt in all of the Q&As that make
up the remainder of this issue.
20 | NOVEMBER-DECEMBER 2024 ALFALITE
PRODUCTION360.MEDIA
Now, backgrounds are
captured directly on camera with
impressive realism…
Alfalite’s Luis Garrido:
‘It’s a new era for
AV production’
The executive director of leading LED screen manufacturer Alfalite, Luis Garrido,
discusses the transformational impact of virtual production and the need for
standardisation as this area of technology matures.
Have you been surprised by the phenomenal
rise of virtual production over the
past few years?
Yes — the growth of virtual production has been
surprising and has exceeded industry expectations.
In just a few years, this technology has transformed
how audiovisual content is created and produced.
Advanced LED screen solutions, like those from
Alfalite, have been instrumental in facilitating
this change, enabling the creation of dynamic 3D
backgrounds and immersive sets that enhance
the experience for the production team, actors
and viewers alike. The increase in quality and
resolution — with options ranging from 4K to 16K
— has allowed directors and producers to recreate
environments that were previously only possible
with complex special effects and post-production.
Now, backgrounds are captured directly on
camera with impressive realism, greatly reducing
the need for additional post-production work. This
speed in workflows, along with the cost savings
associated with location scouting and team travel,
has made virtual production an attractive option
for film, series, advertising and live productions.
The ability to synchronise between the LED screen,
camera and set elements has opened new doors to
creativity, allowing filmmakers to experiment with
PRODUCTION360.MEDIA ALFALITE
NOVEMBER-DECEMBER 2024 | 21
Alfalite has been at the
forefront of implementing LED
screens for virtual production…
perspectives and camera movements that were
previously difficult to achieve.
Additionally, advances in interactive
lighting and colour control have allowed
cinematographers and creatives to maintain
precise artistic control over each scene, utilising
LED screens as an additional light source. This
phenomenon undoubtedly marks a new era
for audiovisual production, and at the pace it’s
evolving it’s likely to become the standard in
content creation in the coming years.
From Alfalite’s standpoint, what are the
aspects of virtual production that excite you
most — both in terms of the creative and
commercial opportunities?
Alfalite focuses on leveraging virtual production
to create realistic and immersive 360° spaces,
which not only reduces costs but also increases
creative freedom. Advances in synchronisation
between the camera, set and LED screen provide a
more immersive environment for actors and allow
directors to maintain full control over the scene’s
aesthetics. This represents a major opportunity in
the film, advertising and live production markets,
which can reduce time and optimise resources
with these solutions.
Please tell us a little bit about the history of
Alfalite’s involvement with virtual production.
Alfalite has been at the forefront of implementing
LED screens for virtual production, developing
its VP XR system, which integrates augmented,
virtual and mixed reality technologies. This system
has positioned itself as an innovative solution for
creating real-time virtual environments, allowing
production teams to leverage the advantages
of dynamic 3D sets and perspectives adjusted
to camera depth.
What are your key solutions with relevance to
virtual production as of 2024, and what are you
currently working on in this area?
Alfalite’s key solutions for 2024 include the
Modularpix VP XR LED screen series, offering high
protection, easy maintenance and customisable
options. These screens feature advanced
characteristics like ultra-low latency, HDR10,
a refresh rate of up to 9,840 Hz, and pixel-bypixel
calibration for uniform brightness and
colour accuracy.
22 | NOVEMBER-DECEMBER 2024 ALFALITE
PRODUCTION360.MEDIA
Currently, Alfalite is working on major projects
like the Coruña Immersive Studio (CEI), an
initiative led by the Diputación de A Coruña with
an investment of €2,534,538, where its screens
will be the centrepiece of the largest audiovisual
set in Spain. At the CEI, Alfalite will integrate its
VP XR solution, which includes a semi-circular
Alfalite Modularpix Pro 1.9 1/16s screen that is 28
metres long by 6 metres high for the wall, three
high-brightness Alfalite Modularpix Pro 3.9 modules
for the ceiling (totalling over 100 square meters),
and two Alfalite Modularpix Pro 2.6 1/12s totems
measuring 2.5x4.0 m. These screens will allow the
creation of immersive and dynamic backgrounds
with depth and perspective, capable of recreating
It would be beneficial for virtual production to move
toward greater standardisation, particularly in areas like camera
metadata synchronisation
any real or virtual scene with absolute realism and
exceptional immersive capability.
This project, developed alongside Tangram
Solutions and Telefónica Audiovisual Services,
will enable film and television producers to
create highly detailed virtual environments,
offering viewers a completely immersive
experience. Through this collaboration, Alfalite
further consolidates its position in the virtual
production market for film, advertising and
video games, establishing itself as a leader in
cutting-edge solutions.
Riverside TV Studios
“Creating a state of the art facility was a complex
exercise to finance so we were delighted to work with
Adamantean and their creative, collaborative and
competitive approach. They have become a valued
partner to Riverside TV Studios.”
William Burdett-Coutts
Managing Director
Riverside TV Studios and The University of Chichester:
two major new studio installation projects Adamantean
is enormously proud to have financed.
Specialist Equipment
Finance Solutions
To find out more contact us:
020 3858 0161
contact@adamantean.net
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University of Chichester
“The University of Chichester’s Engineering and Digital
Technology Park has been a ground-breaking development
for the disadvantaged West Sussex coastal region; the
contribution of Adamantean was critical to the successful
completion of this challenging project. Their diligence and
creativity have been greatly appreciated.”
Professor Jane Longmore
Vice Chancellor
24 | NOVEMBER-DECEMBER 2024 ALFALITE
PRODUCTION360.MEDIA
How would you like to see virtual production
evolve in the next few years? For example, do
you think that more standardisation is needed
(as we are starting to see happen with camera
metadata) and do you have any views on how
this should be implemented?
It would be beneficial for virtual production to
move toward greater standardisation, particularly
in areas like camera metadata synchronisation,
which would facilitate integration with different
technologies and reduce compatibility issues.
Standardisation in terms of colour control
and latency could also help improve visual
consistency in productions involving multiple
studios and camera systems, creating a more
homogeneous experience for audiences and
simplifying workflows.
Are there any common misunderstandings or
misconceptions about virtual production that
you think need to be clarified?
One of the most common misconceptions is that
virtual production is always costly and complex
to implement. With Alfalite’s technologies, it has
been proven to be an efficient and flexible option,
adaptable to different budgets and production
needs. Additionally, some people don’t fully
understand the advantages of synchronisation
and the customisation capabilities that modern
LED screens offer, which allow for total aesthetic
control and reduce the need for intensive
post-production.
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26 | NOVEMBER-DECEMBER 2024 MRMC
PRODUCTION360.MEDIA
MRMC’s Paddy Taylor:
‘Convergence between
gaming and film is a
natural progression’
The head of broadcast at Mark Roberts Motion Control,
Paddy Taylor, reflects on the development of VP workflows,
the company’s recent projects in film and broadcast, and his
expectations for the next stage of this technology’s development.
PRODUCTION360.MEDIA MRMC
NOVEMBER-DECEMBER 2024 | 27
Have you been surprised by the
phenomenal rise of virtual production
over the past few years?
I think it was fairly obvious that it was going to be a
kind of watershed moment in the way that content
is produced. [From an early stage] it was clear that
there were going to be so many obvious advantages
in terms of just how photorealistic activity can
be with regard to lighting the situation, through
to cost benefits and the ability to manage the
environment you’re shooting in that when it came
together it was always going to be a significant
shift in the industry.
[Contributing to this awareness] was the fact
that, both in my personal background and with
MRMC, there had been a lot of involvement with
customers doing projection-mapping and other
virtual production workflows for some time
before this new explosion came about. Then,
when [VP] really started to make an impact, The
Mandalorian was the first project of this kind
…when [VP] really started to make an impact, The Mandalorian
was the first project of this kind which used MRMC robotics, and it
attracted a huge amount of attention worldwide
which used MRMC robotics, and it attracted a
huge amount of attention worldwide.
The workflows behind VP were in development
for years before they were utilised, so it isn’t
a surprise that it has become as big as it has.
The growth has slowed a bit recently, but it will
become bigger as the [overall market] develops.
From our perspective, a lot of major developments
have happened outside companies like MRMC,
but I think we have had an important role as an
enabler and a provider of solutions to help ease
the transition.
28 | NOVEMBER-DECEMBER 2024 MRMC
PRODUCTION360.MEDIA
on location] is something that we shouldn’t
lose, but VP does give you the chance from an
artistic standpoint to try something again and
again without having to reset everything. It
also creates a real opportunity for those lowerbudget
projects to expand [their scope] and
utilise multiple locations without having to move
production elsewhere.
From your standpoint, what are the aspects
of virtual production that excite you
most — both in terms of the creative and
commercial opportunities?
Lighting is a great example here — being able
to shoot content in various locations and times.
It allows you to create the scenes you need
without having to build up a whole set with all
its associated costs. So for example, you can limit
the amount of production teams and talent that
is needed in a physical location by using content
you have created. You can even do re-shoots with
content that was taken on site and then re-shoot in
a hybrid environment. Of course, this comes with a
huge environmental bonus as well.
I still think the magic of [shooting physically
Please tell us a little bit about the history
of your company’s involvement with
virtual production.
Going back a few years, The Mandalorian was the
first project to use MRMC robotics. We also do a lot
of motion control-based visualisation and effects,
which includes productions like House of Dragons,
where the dragons were all virtually controlled.
There have also been a number of major sports
broadcast-related projects recently. One was a
mixed reality application using our studio bots
at the Olympics, which involved the real-world
Paris skyline with the Eiffel Tower in the backdrop
and a VR/hybrid reality environment where
Studio B was shooting to that space through
a green screen and creating graphics with our
[broadcast partner].
The Catalyst Stage for ESPN is another good
example. This is primarily a studio environment
for the coverage of live sports, but at other times it
will be used for different sorts of production, such
as the filming of promos.
It’s worth noting that we have several aspects to
our company structure that help us work across
these different sectors, including a volumetric
division, a film and commercial division — which
includes all of the really exciting, high-speed
PRODUCTION360.MEDIA MRMC
NOVEMBER-DECEMBER 2024 | 29
robotics used in shows like The Mandalorian
— and the broadcast division, which is the
department I look after. We have plenty of places
where people can try out their systems, while the
different parts of the business all flow into and
provide advancements to each other.
What are you currently working on in
terms of virtual production projects and/
or new solutions?
We’ve just had a sports broadcaster purchase a
solution at IBC, so it will be exciting to see that
in use. I think readers would also be amazed to
know how many of the Christmas adverts that
they’ll come to love over the next few weeks and
months have been shot on our systems. Some of
them are animated, some are done in VP, some are
chroma key, some are love action, and some are a
hybrid. But yes, our team has been working on a
significant number of seasonal adverts lately!
How are you viewing the development of
related technologies, such as those grouped
under the Mixed Reality banner, and what are
your predictions for their growth in media
applications over the next few years?
We are already seeing some examples of this — AI,
VR headsets in games, phones being used during
live sports games, etc. AI is already being used very
often, but there is still a lot of growth [potential]
here. It’s also the case that to make something look
good and work well, it requires a lot of skill — and
that takes time.
Festivals and theme parks could start to see
more of these technologies being integrated over
the next few years, while experience centres — eg.
for live sports and music concerts — can help
bring greater accessibility and take away a huge
environmental impact [associated with travel].
[More generally] I would say that the
convergence between gaming and film is a natural
progression. I can see the line between the two
being blurred very quickly in the transition from a
film to an interactive game.
How would you like to see virtual production
evolve in the next few years? For example, do
you think that more standardisation is needed
(as we are starting to see happen with camera
metadata) and do you have any views on how
this should be implemented?
Standardisation is needed and is already
starting to happen.
Virtual production is an ideal experience for
live events, but this isn’t where [the technology
is really] happening right now. [It’s more about
focusing on] people watching from home, rather
than the person in the stadium.
The really exciting next stage will probably be
achieving the perfect hybrid of being able to do
something live for an audience locally, as well as
for live audiences at home.
30 | NOVEMBER-DECEMBER 2024 CANON
PRODUCTION360.MEDIA
Canon’s Graham
Payne: ‘The pandemic
put VP in fast forward’
Product Business Developer ISB, Canon UK&I, Graham Payne,
reflects on the key benefits of virtual production and some
of the specific solutions — like the Canon EOS C500 Mark II
camera — that have been widely adopted for VP.
PRODUCTION360.MEDIA CANON
NOVEMBER-DECEMBER 2024 | 31
Have you been surprised by the phenomenal rise
of virtual production over the past few years?
VP technology is amazing. I am not surprised
that it has been so widely adopted. I do feel,
however, that the pandemic put the technology
in fast forward and really brought the key benefits
of it to light. Having the ability to shoot in a
controlled environment significantly improves
turnaround time and decreases the requirement to
have huge crews.
From Canon’s standpoint, what are the
aspects of virtual production that excite you
most — both in terms of the creative and
commercial opportunities?
From Canon’s standpoint, the rapidly increasing
need for new technology is partly being driven by
the rise of VP; better processors and improved lens
technology are essential. Canon is, of course, at
the forefront of new sensor, lens and processing
technology, which is reflected in our latest camera
and lens releases.
Please tell us a little bit about the history of
Canon’s involvement with virtual production.
Virtual production is something Canon has no
doubt had an eye on. The growth of it, however,
has really boomed during the mid-life cycle of our
key products, [although] this has not stopped us
from adapting and evolving our products through
numerous free-of-charge firmware updates to
meet the market demands. Key products like the
EOS C500 Mark II have been really widely-adopted
and respected as a key camera by multiple VP
production houses, as well as our incredible Flex
Zoom cinema lenses.
…the ability to shoot in a controlled environment
significantly increases turnaround time…
What are your leading solutions with relevance
to virtual production as of 2024, and what are
you currently working on in this area?
Within 2024 Canon has released two new Cinema
cameras that have a virtual production protocol
built into the camera. The EOS C400 and EOS C80
have this protocol that can speak directly to the
Unreal Engine, giving key information like lens
data in real-time. This allows users to switch lenses
using them live without the need for lens mapping
every single new lens — saving even more vital time
for production crews. This [capability], plus the
fantastic 6K Full frame back illuminated stacked
sensor, makes them ideal for a VP workflow.
32 | NOVEMBER-DECEMBER 2024 CANON
PRODUCTION360.MEDIA
Education is getting behind
[VP in order to teach] the next
generation of creatives
People see the benefits of VP and will find ways to make it work
How would you like to see virtual production
evolve in the next few years? For example, do
you think that more standardisation is needed
(as we are starting to see happen with camera
metadata) and do you have any views on how
this should be implemented?
VP is constantly evolving. From its beginnings to
now, there have been huge strides taken in the field.
The main factor I see is the cost of a full system. To
achieve VP in the past you would have needed a
huge budget to get it in place. The technology should
be accessible to more people, and this is gradually
happening as its popularity and ease of use
increases. Our new cameras are priced and aimed at
owner operators as well as rental, [meaning] these
cameras are not out of reach for independent selffunded
productions, so hopefully the rest of the tech
will also be within the reach of the masses.
Are there any common misunderstandings or
misconceptions about virtual production that
you think need to be clarified?
The main misconceptions or misunderstandings
are mainly around costs and ease of use. As
mentioned, in the past a VP set up was out
of reach to most budgets and you needed a
Hollywood set-up. However, we have seen in the
last couple of years that more and more crews and
productions have found ways around that and the
tech has evolved massively. People see the benefits
of VP and will find ways to make it work. [Hennce]
we see small production houses, corporate
companies, and universities all now investing
in VP set-ups.
It is a technology that is still in its infancy, so the
ease of use is also improving massively. Education
is getting behind [VP in order to teach] the next
generation of creatives.
The last point to make is about getting used
to it. [Among some people] there is still a view
that it’s not real so it doesn’t look as good,
which is a concern to more traditional
creatives. However, as I have said, this tech is
still evolving; it is not here to replace reality,
but to enhance it, working side-by-side with
traditional production.
Virtual Intercom
Intercom in the Cloud
34 | NOVEMBER-DECEMBER 2024 DISGUISE
PRODUCTION360.MEDIA
… what I’m loving right
now in the industry is it’s kind of
maturing
Disguise’s Milo Hancock:
‘We’re in the maturity
phase of VP’
Shortly after it was announced that immersive experience company Disguise
had received new funding as part of the MAX-R alliance of tech businesses,
technical solutions specialist Milo Hancock shared his thoughts on an area of
technology where “evolution is constant”.
Have you been surprised by the phenomenal
rise of virtual production over the
past few years?
Absolutely — it’s been great to see. And what
I’m loving right now in the industry is it’s kind
of maturing. So we saw a massive rise in studios.
People getting into it, people learning about it.
Large studios have started to use Disguise and
virtual production. But I think the really important
thing now is that we’re in the maturity phase of
virtual production. And when I say virtual I mean
using LED technology from a Disguise point of
view. We had two Disguise-led volumes in 2020
and now there are 450 globally using Disguise
power in their studios. So there is a huge, really
exciting uptake.
From your standpoint, what are the aspects
of virtual production that excite you
most — both in terms of the creative and
commercial opportunities?
From the creative side of things, what I’m really
enjoying now is collaboration. So there’s a lot of
technology going into a virtual production studio,
and it is important to be able to work with other
departments on a film shoot. We are starting to
ask questions such as: Who should be controlling
PRODUCTION360.MEDIA DISGUISE
NOVEMBER-DECEMBER 2024 | 35
the bright panels? Who should be controlling the
lighting in your virtual environments? And it’s
not always the operator of the LED volume that
should be doing it. It should be the professionals in
the room; the experts. There are 60-plus people in
these productions. So we should keep the experts
in control of the things they need to be in control
of. So I’m excited when I’m using Disguise for
these kinds of workloads; it really simplifies how
we connect things, such as through the API with
remote controls.
From a commercial standpoint, I am enjoying
educating younger generations — they are up
and coming. We’ve been working with a lot of
universities to get LED volumes, and to increase
the general knowledge of people in education
[about] the skill-set that they need to go to use
virtual production out in the world. We’re going
to see that grow in the next few years, when we
get this new generation actually on set doing
these productions, and we’re going to get a lot
more technology — obviously, even more mature
technology. The more people that know about
this tech, the more we’re going to use it better
and we’re going to see some really incredible
productions coming out of it. So that is exciting.
Please tell us a little bit about the history
of your company’s involvement with
virtual production.
Disguise has had a long history of putting on
incredible productions in the live industry. What
we saw in about 2017 was the integration of
camera tracking systems in the live industry,
so that being the augmented reality elements.
It’s not necessarily directly attached to virtual
production, but what that grew into was linking
camera tracking to the LED screens or projection
workflows that we already had.
[Subsequently] it was a very natural progression
to grow into using camera calibrations and then
linking camera tracking systems with LED screens
or projection services to put virtual environments
on — whether that be plates or the environments.
It’s quite a natural progression with it, and since
then — when we’ve been kind of a fundamental
part of so many budget production studios around
the world — we’ve learned and grown along that
journey. I can confidently say we have one or more
of the most fleshed-out tool sets; pretty much the
best tech stack to deliver productions.
So the virtual production platform, as it stands,
is a mixture of software and hardware solutions.
The software side of things is always innovating,
and always updating. We try to do a major
release every quarter with new features, which
is fun. We’re focused on getting the tools that
creatives need so they’re not struggling through
certain processes. An example of that is the 2.5D
layer. When it comes to the hardware, all of it is
ruggedised. It has been built to the utmost quality
so you can rely on it when moving it from studio
to studio, or just knowing it’s going to work 24/7,
day in, day out.
36 | NOVEMBER-DECEMBER 2024 DISGUISE
PRODUCTION360.MEDIA
Should you also need it, we have a whole
workflow for understudies and back-up machines.
So in your pivotal moments, your LED is never
going to go black. You always have a backup which
will automatically take over. [Therefore] you can
rely on the fact that when you’re on set, if something
goes wrong, people are not going to notice.
What are you currently working on in
terms of virtual production projects and/
or new solutions?
As with many things in the film industry, I can’t
talk about the projects I’m currently working on
or have worked on in the past year, but what we
have seen is that large production companies are
confident in the technology. They are using the
technology, and they’re using it incredibly well.
We’re going to see the results of all of this in the
next period of six months to two years. We will
start seeing this professional virtual production
output, which I think a lot of people sometimes
don’t see because it’s hidden.
The film industry is very closed and very secret,
but one of the actual products and solutions
we’ve been working on internally at Disguise
which are probably the most exciting few right
now is OCIO. That’s a colour pipeline, but it’s
an open source version. It gives the creatives
and the colour specialists the tools they need to
confirm the pipeline.
Another useful thing is our ProRes support.
Traditionally, you’d have to use a large,
uncompressed format, but ProRes is again giving
a bit more flexibility to productions to be able to
quickly iterate and use formats that traditionally
used another big tool that’s been out for a few
months. This is a 2.5D layer inside Disguise. And
this is not just using the content in a 3D space, as
people would expect with that name, it actually
gives you the ability to use 3D objects in a 3D
space without needing a real-time engine. Some
examples of that would be using photogrammetry
imagery to create a 3D environment that you
can use in Disguise, or using depth maps to give
yourself depth and perspective to the images.
And our last point, now that we’ve mentioned
depth maps, is that there are some workflows
where you can use depth maps to give depth of
field to the content, which has previously been a
challenge as you have a 2D image. How do you give
yourself depth of field from your camera’s focus…
there are now workflows to do that really well.
How are you viewing the development of
related technologies, such as those grouped
under the Mixed Reality banner, and what are
your predictions for their growth in media
applications over the next few years?
Virtual production has been a pivotal talking point
in technology for a lot of people in the industry.
But a lot of the tech stack we have at Disguise has
also been focused on extended reality, which also
relies on mixed reality, and so all of these tools help
each other. So we’re seeing across the board many
different verticals and industries that are using the
same tools for things like immersive experiences.
PRODUCTION360.MEDIA DISGUISE
NOVEMBER-DECEMBER 2024 | 37
…what I’m hopeful for the
future is there’ll be more IP video
in studios
Let’s say you’re in a store. There’s a large LED screen
— that’s the product placement. Maybe they want
to turn that into an interactive experience where
someone walks in and has customised information
on it, or it shows them some environment that is
linking with what they’re actually doing in the store.
Same goes with corporates. There’s a lot of large
companies using LED volumes to do their corporate
presentations or their monthly quarterly reviews
and things like that as another way to keep the
audience and the end-user engaged in the content
— while also giving them the ability to show more
[relevant] information as opposed to something
like a slide deck.
How would you like to see virtual production
evolve in the next few years?
So for virtual production, evolution is constant. It
never stops. It’s very exciting. But what I’m hopeful
for the future is there’ll be more IP video in studios.
Using ST 2110 is just going to make things easier
for larger resolutions and higher frame rates. [I
think we will also see more growth in] different
tracking systems.
So we have the primary tracking systems of the
majority, but there are all sorts of smaller tracking
system companies and tools that are much more
affordable, and I’m very intrigued to see how
that’s going to assist mid- to low-tier productions.
They don’t necessarily need a super-expensive
tracking system. They just need something to
get along and this also goes hand-in-hand with
people potentially using projection for virtual
production, [which represents] a lower cost of
entry. So I’m pretty excited to see how that’s
going to progress.
Also, I think we need reliable systems to
run everything on [in order] to evolve the
industry. You need to make sure your LEDs
will not go black, that your media server’s
not crashing. You need to know that your
system’s reliable and you can do the production
without impeding.
Finally, we are starting to see different styles
of 3D engines and non-3D engines. Right now
the focus is primarily on Unreal Engine, which is
great. It’s a good tool, but there are other engines
coming, which I believe for the industry is going
to be super-important. They’re not coming from a
gaming background; they’re coming from a virtual
production workflow first. So that’s probably
the most interesting thing, I think, and from a
Disguise point of view we’ve always been engine
agnostic. We’re not locked into Unreal Engine, so
how we integrate with these tools in the future is
yet to be seen.
38 | NOVEMBER-DECEMBER 2024 PIXOTOPE
PRODUCTION360.MEDIA
The ability to create and
iterate content quickly and with
more creative freedom allows for
more innovative and engaging
narratives…
Pixotope’s Marcus
Brodersen: ‘VP meets the
demand for high-quality,
immersive content’
The CEO of virtual production software and solutions innovator
Pixotope, Marcus Brodersen, discusses the role of VP in
creating a new generation of “flexible, efficient and creative
production solutions.”
Have you been surprised by the phenomenal
rise of virtual production over the
past few years?
While the rapid rise of virtual production has
been impressive, it hasn’t been entirely surprising.
Over the years, the media and entertainment
landscape has become increasingly competitive,
leading to a battle for viewership where
broadcasters must provide unique and
captivating content that stands out. Virtual
production meets this demand for high-quality,
immersive content.
At Pixotope, we’ve been at the forefront of
this technological evolution, anticipating the
industry’s needs for more flexible, efficient and
creative production solutions, and witnessing
the outcomes and results of those adoptions that
include enhanced creativity, time efficiencies
and ROI benefits. The ability to create and
iterate content quickly and with more creative
freedom allows for more innovative and engaging
narratives, helping producers capture and retain
viewers’ attention in a crowded market.
PRODUCTION360.MEDIA PIXOTOPE
NOVEMBER-DECEMBER 2024 | 39
From your standpoint, what are
the aspects of virtual production
that excite you most — both
in terms of the creative and
commercial opportunities?
One of the initial benefits is the
unparalleled level of creativity virtual
production unlocks. As mentioned
above, by leveraging these tools
creators can craft visually stunning
and highly engaging immersive
environments that captivate
audiences like never before.
On the commercial side, there is
one exciting aspect in particular
where we see our tools beginning
to be used more — [namely
that] virtual production unlocks
new possibilities for unique and
profitable advertising opportunities,
and it is a frontier that is only
beginning to be explored. With
virtual production, broadcasters
can craft more immersive
advertisements that are seamlessly
integrated within the main
broadcast, rather than relying on
traditional ad breaks. This technique
keeps the viewer engaged and
immersed in the content as the
advertisements become part of the
viewing experience rather than a
disruptive interruption. By blending
advertising with the primary
narrative, broadcasters can connect
with their audience in a more
natural and impactful way, resulting
in retained audience attention,
enhanced viewer experience,
and ultimately, increasing the
effectiveness and profitability of
their advertising efforts.
A key example of this is when The
Famous Group leveraged Pixotope
technologies to promote Carnival’s
tropical island escape. Just before the
40 | NOVEMBER-DECEMBER 2024 PIXOTOPE
PRODUCTION360.MEDIA
… we offer cutting-edge solutions for virtual
production with a comprehensive software suite
that transforms content creation
kickoff of the San Francisco 49ers vs.
Detroit Lions game, they showcased
their mixed reality advertisement —
a virtual escape to Celebration Key
— in the centre of the stadium.
Please tell us a little bit about the
history of Pixotope’s involvement
with virtual production.
Originally known as The Future
Group, we were a collective of tech
enthusiasts who believed in the
transformative potential of realtime
game engine technology to
revolutionise broadcast content. We
envisioned a future characterised
by immersive and experiential
storytelling and were committed to
making it a reality.
A pivotal moment occurred in
2017 with the premiere of Lost In
Time on Discovery Networks’ TV
Norway. This project required us
to innovate from the ground up
as there was no existing solution
in the market. Following on
from this, we sought to leverage
our extensive knowledge and
understanding of real-time virtual
production workflows by developing
our own software, leading to the
creation of Pixotope.
Our unique approach provides the
graphics engine that creates virtual
elements, ensuring they blend
seamlessly with the real world. As
pioneers in leveraging Unreal Engine
for broadcast virtual production, we
enhance its usability with a userfriendly
interface, making it both
reliable and practical for creators.
Since its inception, our software
has been utilised by major global
brands, including the NFL, League
of Legends, Eurovision and The
Weather Channel.
What are your leading solutions
for virtual production, and what
are you currently working on in
terms of new features or products?
At Pixotope, we offer cutting-edge
solutions for virtual production with
a comprehensive software suite that
transforms content creation. Our key
solutions include:
Pixotope Graphics Solutions:
Providing on-air graphics for
augmented reality (AR) and virtual
studios, along with the Pixotope
Graphics XR Edition, designed
for extended reality (XR) and
LED wall output.
Pixotope Camera and Talent
Tracking: Our camera tracking
software handles every element
of real-time tracking, seamlessly
merging real and virtual camera
movements to perfectly align real
and virtual worlds. Additionally,
our AI-driven talent tracking
software creates interactive, hyperrealistic
virtual sets.
Pixotope Fly: A groundbreaking
through-the-lens (TTL) markerless
tracking solution designed for
simplified augmented reality
creation with drones. This solution
enhances the creative process by
eliminating the need for physical
markers and also now offers unique
zoom capabilities.
Pixotope Living Photo:
Transform 360º camera recordings of
talent into photo-realistic 3D tracked
AR assets that can be leveraged
within any AR, XR and virtual
studio workflow.
Pixotope Pocket: Putting the
power of a virtual production studio
in the palm of your hand, this app
empowers creatives to explore and
test virtual environments with ease,
ultimately enhancing pre-production
efficiency and streamlining the
overall virtual production process.
By leveraging Pixotope Pocket,
creators are no longer confined to
studios — they have the freedom
to work from anywhere with
minimal equipment.
PRODUCTION360.MEDIA PIXOTOPE
NOVEMBER-DECEMBER 2024 | 41
Erizos Studios: Our integration
with Erizos Studios enhances
broadcast graphics pipelines, allowing
seamless creation of character
generator (CG), XR, AR, and virtual
studio (VS) graphics elements that
elevate storytelling and branding.
In addition to these product
developments, we have also launched
the Pixotope Education Program. This
is a community initiative developed
in response to the industry’s talent
shortage and designed to equip the
next generation of virtual production
talent with the necessary tools
and connections they need for a
successful career.
Moving forward, we are incredibly
excited about the upcoming release
of Pixotope Reveal, an innovative
AI-driven background segmentation
solution. By leveraging AI, Reveal
automatically isolates up to 20 talents
from their backgrounds, giving
creators the freedom to add dynamic
graphics and AR elements in front
and behind the talent anywhere and
anytime. Without constraints like
chroma keying, lights, infrastructure
or green screen, endless creative
possibilities are available for any
kind of production.
How would you like to see virtual
production evolve in the next few
years? For example, do you think
that more standardisation is
needed (as we are starting to see
happen with camera metadata)
and do you have any views on how
this should be implemented?
For our team at Pixotope, our
mission and the evolution we would
like to see is the democratisation
of virtual production, making it
accessible and beneficial for creators
of all sizes and budgets. We are
committed to breaking down the
technical and financial barriers
that often limit creativity, allowing
more storytellers to bring their
visions to life. We envision a future
where virtual production becomes
more standardised, user-friendly,
and available to all creators and
budgets of all sizes.
We believe that expanding virtual
production beyond the studio is
crucial for broader adoption. Our
latest innovations, Pixotope Reveal
and Pixotope Pocket, significantly
contribute to this goal. These tools
provide robust solutions for onthe-go
creativity, making it easier
for more productions to effectively
embrace these technologies. Our
aim is to empower creative teams
to fully realise their artistic visions,
revolutionising storytelling and
making high-quality production
accessible to all.
Are there any common
misunderstandings or
misconceptions about virtual
production that you would
like to clarify?
One common misconception is that
virtual production is only for bigbudget
projects. While it’s true that
we collaborate with major clients
like Warner Bros. Discovery, we also
work with regional broadcasters, such
as La 7, a local Spanish TV station,
and VideoReport Canarias, as well
as creative studios like The Famous
Group and Silver Spoon Animation.
Since launching our Education
Program, we’ve seen growing interest
from educational institutions eager
to explore virtual production, proving
that it doesn’t have to be exclusive
to Hollywood-sized budgets. Our
mission is to make virtual production
accessible to everyone by optimising
our products to require less hardware
and integrate seamlessly with existing
setups, keeping entry costs low.
Many companies initially hesitate
to invest in virtual production.
However, those that do often discover
a significant return on investment.
Virtual production reduces the need
for multiple physical studios, lowers
footprint, and enables rapid switching
between shows — even allowing for
remote productions without travel.
Virtual production is also
incredibly versatile and applicable
across various genres. It’s not
limited to news or sports; we
have a proven track record with
TV shows, documentaries,
commercials, and even corporate
presentations. Essentially, any
project that can benefit from
creative visual storytelling can utilise
virtual production.
42 | NOVEMBER-DECEMBER 2024 SONY
PRODUCTION360.MEDIA
Sony’s Sebastian Leske: ‘VP’s vast potential
to transcend the boundaries of technology’
Fresh from the launch of the latest version of the Sony Virtual Production Tool Set software, Sony Professional Europe’s business
development manager, cinematography, Sebastian Leske discusses some of the many new creative opportunities heralded by VP.
PRODUCTION360.MEDIA SONY
NOVEMBER-DECEMBER 2024 | 43
Have you been surprised by the phenomenal
rise of virtual production over the
past few years?
The rise of virtual production has been in the
making for years and is not surprising, given its
vast potential to transcend the boundaries of
technology and enrich storytelling by offering
filmmakers an expanded canvas to express
their creative visions. What was remarkable
was the way the pandemic catapulted its
progress forward so rapidly and took it to
where we are today.
The film industry, including educational
institutions and film festivals, is increasingly
recognising the significance of virtual production.
Commercials — carmakers in particular — are
now often commissioned with virtual production
sets in mind as a default. VP has moved from
buzzword to a staple in the industry, as tools
evolved, and workflows and ways of working
matured. From C-LED panels, like the Sony
VERONA wall now being installed at University
of the Arts London (UAL), to colour calibrator
or virtual cameras, as included in the Sony VP
Toolset, both the hardware and the software
necessary to create smooth and seamless virtual
environments have progressed to a new level
of practicality.
From Sony’s standpoint, what are the
aspects of virtual production that excite you
most — both in terms of the creative and
commercial opportunities?
VP is set to transform every area of filmmaking
and high-end TV production across the globe. The
ability to blend real sets and props with virtual
backdrops expands creative possibilities while
redefining the processes involved in a production,
its carbon footprint and economic model.
Our colleagues at Sony Pictures published
research showing that a virtual production
has over 75% less carbon emissions than a
location production. The increased incentive of
“sustainable filmmaking” government grants,
particularly in the Nordic countries or the Green
Screen EU initiative, will no doubt mean that
virtual production will be seen as an increasingly
attractive filmmaking technology.
Please tell us a little bit about the history of
Sony’s involvement with virtual production.
Sony is a leader in virtual production solutions
for filmmaking and high-end TV production.
As world-leading experts in cinematography,
our team have unrivalled experience working
on the world’s biggest motion pictures and are
at the forefront of developments in emerging
technologies. After establishing the technology
for movie and commercial creation, we’re now
expanding our focus to the realm of live and
multicam production for the TV industry itself.
44 | NOVEMBER-DECEMBER 2024 SONY
PRODUCTION360.MEDIA
The Virtual Production
Tool Set is a combination of
software that contributes
to improving the quality
and creativity of virtual
production, furthering
creators’ possibilities…
What are your leading solutions and facilities
for virtual production as of 2024, and what are
you currently working on in this area?
Sony is the only company to provide both the
high-end cinematic cameras (Sony VENICE/
VENICE 2) and LED displays (the latest-generation
VERONA modular Crystal LED video walls that
are ideally suited to demanding virtual production
applications) that together achieve spectacular VP
images, combining them with a VP Toolkit which
automates and simplifies much of the processing
necessary to synchronise timings and colour
matching of cameras and walls. For this reason,
Sony has developed expertise in deploying VP
volumes across the world for both broadcast and
cinematic or commercial purposes.
Sony will offer the latest version of its virtual
production software, Virtual Production Tool Set,
from winter 2024. The Virtual Production Tool
Set is a combination of software that contributes
to improving the quality and creativity of virtual
production, furthering creators’ possibilities; it
includes the Camera and Display Plugin for Unreal
Engine and the Color Calibrator Windows 10
application for colour correction.
The development of modular specialist LED
volumes like the VERONA means that you no
longer need to have a large studio to be able
to entertain the idea of a virtual production
setup. Also, the smaller volumes provide a
cheaper overall set-up, making VP so much
more accessible.
At the beginning of 2023 Sony opened its first VP
studio in Continental Europe, in Paris, featuring
Sony Crystal LED technology, with a state-of-the-art
90m² screen offering world-leading image quality for
premium film, commercial and TV production in
the Studios de France.
A few months later, Sony opened its first virtual
production space in the UK within its Digital
Media Production Centre (DMPC Europe) at
Pinewood Studios. The state-of-the-art studio is
designed for broadcasters, production companies
and technicians to learn about and experiment
with the huge cinematic potential of VP and the
technology behind it.
Then, towards the end of 2023, University of the
Arts London became the first organisation worldwide
to invest in new Sony Crystal LED VERONA displays
for a new state-of-the-art Virtual Production Stage
at London College of Fashion Campus at East Bank.
PRODUCTION360.MEDIA SONY
NOVEMBER-DECEMBER 2024 | 45
There’s a compelling need
to bridge the gap between
conventional practices and these
cutting-edge technologies to
foster a new generation of
storytellers
We’re now expanding into more broadcast
applications with live trials in multicam switching
with the EBU and the BBC, amongst others, as the
benefits for studios maximising their usage and
airtime are very tangible.
How would you like to see virtual production
evolve in the next few years? For example, do
you think that more standardisation is needed
(as we are starting to see happen with camera
metadata) and do you have any views on how
this should be implemented?
Certainly, more efforts are needed to educate and
equip filmmakers with the tools and knowledge
essential for embracing this technological
evolution. There’s a compelling need to bridge
the gap between conventional practices and
these cutting-edge technologies to foster a
new generation of storytellers. Locations like
Sony’s Digital Media Production Centre (DMPC)
at Pinewood Studios, which has been at the
heart of the creative industry for the last 10
years, provide a setting for forward-thinking
filmmakers to experiment and learn with a
hands-on approach.
Are there any common misunderstandings or
misconceptions about virtual production that
you think need to be clarified?
There is often confusion surrounding the
differences between the terms XR (Extended
Reality), AR (Augmented Reality), MR (Mixed
Reality) and VP (Virtual Production). XR is an
umbrella term encompassing all of them. We tend
to see anything involving an LED wall described
as VP, but actually an LED wall can just be used for
2D plate playback — much in the same way rear
projection has been done for years. VP, however,
involves precise camera tracking data being fed
through a game engine that is then displayed
on an LED wall.
46 | NOVEMBER-DECEMBER 2024 EMPLOYER BRANDING
PRODUCTION360.MEDIA
Remote hiring:
common pitfalls
(and how to avoid them)
In his second article for Production 360°,
Ben Swanton — founder and CEO of 808 Talent
— explores the challenges of remote hiring in
global broadcast media and sports technology.
PRODUCTION360.MEDIA EMPLOYER BRANDING
NOVEMBER-DECEMBER 2024 | 47
For the past four years, the media, broadcast
and sports technology industries have seen
ongoing debates over the effectiveness
of remote, hybrid and in-office work models.
These discussions mirror the parallel arguments
surrounding technology infrastructure as
companies weigh the benefits of cloud,
on-prem and hybrid solutions in adopting
new technologies.
While many larger companies are championing
a return back to the office, for the majority
of smaller organisations remote recruitment
remains crucial for growth. More than just
a logistical choice, remote hiring is often a
necessity that opens up access to global talent
and gives businesses the flexibility to compete in a
dynamic industry.
Recruiting remote employees has tremendous
potential to reshape your organisation by offering
a diverse talent pool, flexibility, and expanded
capabilities that traditional hiring may not.
However, it also presents specific challenges that
I will look to address below — highlighting the
most common pitfalls and outlining practical
steps to help you achieve a successful outcome.
1. Align business objectives and expectations
Before starting the hiring process, it’s crucial to
align your remote recruitment strategy with your
company’s broader goals. Clarify the purpose of
the role and define your objectives, ensuring all
stakeholders involved understand these elements.
This alignment will help maintain consistent
messaging throughout the hiring process, creating
a clear and compelling narrative for potential
candidates and increasing the chance for success.
• Pitfall: Diving into remote hiring without
setting clear expectations can result in
disorganisation, miscommunication and
missed goals. This can also lead to long,
drawn-out recruitment processes and poor
candidate experiences which can tarnish your
employer branding.
• Solution: Start by defining clearly why you’re
hiring remotely and what specific goals these
roles will help you achieve. Is the aim to access
a broader talent pool, improve diversity, or
bring in expertise from different regions (or a
combination of these)? Share these objectives
with all stakeholders, define the resources
needed, and establish the metrics for success.
Once you’re clear on this, recruiting becomes
more purposeful and effective.
2. Prioritising talent over budget
The vast majority of remote hiring can be for
revenue-critical and/or strategically important
roles. In these instances, prioritising the quality of
talent is essential, which can be incongruent with
the initial set budgets for recruitment. Therefore,
being flexible with the budget to ensure that the
ultimate business objectives are achieved can be
key to a successful hire.
• Pitfall: Focusing on recruiting within a budget
at all costs, and not having flexibility, can lead
to short-term savings, but ultimately result
in lower performance and costly turnover.
The wrong hire can set your organisation
back significantly. So it’s wise to match your
expectations of the budget with the talent that
is available within that budget.
• Solution: Be prepared to adjust your budget
…prioritising the quality of
talent is essential, which can be
incongruent with the initial set
budgets for recruitment.
Therefore, being flexible with the
budget to ensure that the ultimate
business objectives are achieved
can be key to a successful hire
where it makes strategic sense. For example,
if you’re hiring sales roles in regions like the
US, understand that top talent will command
competitive salaries. Look at these roles
as an investment; having the right people
in the right positions will drive long-term
growth and stability.
3. Avoiding confirmation bias
Perhaps the most common pitfall in all
recruitment is confirmation bias, but even more
so when it comes to hiring talent that is remotelybased.
Confirmation bias is our natural tendency
to focus on and look for evidence that confirms
our existing beliefs, rather than information that
refutes it. Human nature dictates that we tend to
hire people from familiar companies, competitors
48 | NOVEMBER-DECEMBER 2024 EMPLOYER BRANDING
PRODUCTION360.MEDIA
or partner networks, assuming they will integrate
easily due to similar industry experience. However,
this approach can lead to a lack of diversity and
stagnation in perspective.
• Pitfall: Defaulting to familiar backgrounds,
rather than thoroughly assessing each
candidate, can limit innovation and diversity
within your team.
• Solution: Implement an unbiased, data-driven
hiring process. Avoid leading questions and
instead use competency-based evaluations
that measure skills, experience and cultural
fit objectively. Partnering with specialised
recruitment agencies or headhunters can
broaden your reach and introduce candidates
who may bring new, valuable perspectives to
your organisation.
4. Consider implementing psychometric testing
Understanding candidates’ personalities and
motivations is important in remote work, where
traits like self-motivation and adaptability are
essential. Psychometric assessments provide
insights that go beyond résumés and skills, helping
you understand how candidates will fit into the
team dynamics and remote environment.
• Pitfall: Skipping psychometric testing
may mean missing out on important traits
that could influence long-term success
in a remote role.
• Solution: Incorporate psychometric or culturefit
assessments in the recruitment process.
These tests help ensure you hire the right
person while also giving you a sense of how
best to support them once they’re on board.
This data can be particularly useful in tailoring
management approaches and ensuring
productive work relationships.
5. Creating a comprehensive
onboarding process
Effective onboarding is even more critical for
remote employees, who can easily feel isolated
or unclear about their roles without in-person
guidance. A structured onboarding process
helps new hires feel welcomed, supported, and
prepared to succeed.
• Pitfall: Lack of structure in onboarding can
leave remote employees feeling disconnected
and uncertain about expectations.
• Solution: Design an onboarding plan that
includes online training and, if possible, a visit
to your HQ to meet the team. Outline their
responsibilities and provide essential tools,
along with regular check-ins to make sure
they’re supported in their early days. A good
onboarding process helps bridge the physical
gap and strengthens connections. Share this
plan before they join the business and also
ensure all IT (and mobile) systems are set up
for them on Day 1.
6. Establishing a communication cadence
Regular and intentional communication is
essential to remote work success, especially
when working across different time zones.
Without structured communication, remote
employees may feel out of the loop, which can lead
to disengagement.
• Pitfall: Infrequent or inconsistent
communication can leave remote employees
feeling isolated and disconnected from the
company’s goals.
• Solution: Set a consistent communication
cadence that includes regular team meetings,
personal check-ins and collaboration sessions.
Weekly business reviews and monthly team
meetings can ensure everyone is aligned on
key goals. Encouraging team members to share
their challenges and ideas fosters inclusivity
and keeps remote employees engaged.
For remote hires to succeed, it’s crucial to outline
what’s expected of them from day one. This
helps employees focus on measurable goals and
avoid frustration or confusion about their role.
Clearly define the goals for remote employees,
covering their first six months, 12 months, and
beyond. Regular performance reviews provide
opportunities to adjust targets and keep the
conversation open, allowing employees to share
insights or challenges and ensuring everyone
remains aligned.
By thoughtfully navigating the complexities
of remote hiring, companies in the broadcast
media and sports technology industries can
leverage global talent and drive substantial
growth. Prioritising clear goals, investing in
onboarding, and maintaining an open, structured
communication rhythm aren’t just best practices
— they are essential to creating an environment
where remote employees can thrive and
contribute meaningfully.
As the industry continues to evolve, those who
proactively implement these strategies will be
best-positioned to build a resilient, engaged, and
high-performing remote team, ready to meet the
unique challenges and opportunities of a highly
dynamic and competitive market.
Keeping your finger
on the evolution
of production
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