In Summer 2023, EPIC.LAN was selected by Ubisoft UK to run the R6 North Rainbow Rumble, a new off-season competition designed for the Northern Europe Region Rainbow 6 Siege community.
EPIC.LAN is usually hidden away behind the scenes on esports events providing important but vital whitelabel technology solutions, HP’s OMEN Challenge in London was no different.
The OMEN challenge involved the world’s best Counter-Strike: Global Offensive players, competing for $50,000 but with a twist, the game was played on a custom map and game mode with prizes awarded for winning the overall competition, but also for key bounties during the tournament like knife kills and kill streaks so accuracy and integrity were essential for the show.
As experts in both esports operations and server/network technology for CSGO with a range of existing in-house software solutions, broadcast experts Flux Broadcast approached the EPIC.LAN team after an introduction from renowned esports producer, Sam Deans. Initially the team was commissioned to provide our standard league operations and networking services but it soon became clear that in order to join all of the data elements of the broadcast together, custom software solutions would be required, particularly due to the custom game mode and scoring model used for the tournament. Using our in-depth knowledge and experience of esports, event production and own tech solutions, we were able to deliver the software solution that became a fundamental part of the successful show.
Client Feedback
Chris Pleass, Flux Broadcast
Services Provided
Custom Software
EPIC.LAN provided the digital ‘glue’ to move key data elements between the various agencies during the broadcast. The fast-paced nature of the map and unique game type meant that data was essential for the commentators, live studio audience and 110,000 peak online viewers to understand the stories that developed throughout the day.
Key statistics were tracked direct from our server plugin which had been heavily modified for the game mode and map and pushed to AR and LED operators which enabled the set to react to key moments within the game such as scores, headshots, kill streaks and wins. Data was also pushed concurrently to a SQL instance which could then be queried by Ross Xpression operators for instant broadcast graphics generation.