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Riot built the world’s most awesome mixed reality E-Sports stage using Mandalorian tech

Events are changing in a big way, and the Covid-19 lockdowns have encouraged some companies to really push the limits of what's technologically possible.

Key takeaways

  • Events are being disrupted, or transformed depending on your point of view.
  • Go behind the scenes to see how it's done After a hard-fought win over Korean team Gen.G, all five members of Europe’s G2 Esports stood at the edge of a pool of clear, glistening water to take a bow and celebrate their victory.
  • The setup is a powerhouse, and Riot says that the LED screens, there are more than 900 LED tiles in total, display visuals at 32K resolution and at 60 frames per second.
Cite or link to this article

Griffin, M. (2020) 'Riot built the world’s most awesome mixed reality E-Sports stage using Mandalorian tech', 311 Institute, 10 November. Available at: https://www.311institute.com/riot-built-the-worlds-most-awesome-mixed-reality-stage-using-mandalorian-tech/ (Accessed: 1 October 2026).

Events are being disrupted, or transformed depending on your point of view. The biggest crowds no longer pack into stadiums, they raid the fridge at home while walking around their living rooms with a Virtual Reality (VR) headset strapped to their faces or while sitting in front of their games consoles joining tens of millions of people stomping around virtual worlds while raving to the latest sets from DJ’s like Travis Scott who’s latest online Fortnite gig scored a record breaking 12 million participants.

Not to be left behind though real events and stages are given a modern make over as well with more event organisers experimenting with Augmented Reality (AR) and Mixed Reality (MR) systems to give their events new life, literally. And the latest results, as you can see for yourselves below, are amazing.

Go behind the scenes to see how it's done

After a hard-fought win over Korean team Gen.G, all five members of Europe’s G2 Esports stood at the edge of a pool of clear, glistening water to take a bow and celebrate their victory. Two members then picked up their star teammate, Rasmus “Caps” Borregaard Winther, and held him over the water, as if to throw him overboard. It’s a good thing they didn’t, despite how real the water may have looked to viewers, it was nothing but pixels.

The annual League of Legends World Championship was recently held in Shanghai, and like most major events, it had to be re-envisioned in order to be possible in our new pandemic dominated reality. Typically, the early stages of the tournament are something of a traveling road show, with different rounds taking place in different cities. But, obviously, in 2020 things had to change.

With travel restrictions in place, and fans no longer able to attend matches, the team at League developer Riot tried something different. They built out a set made up of massive LED screens in a technology setup similar to what Disney used to create The Mandalorian’s sci-fi landscapes. And they were used to startling effect. Matches looked like they took place in a cloudy, cyberpunk Shanghai skyline or amid a flooded landscape. What could have been a drab competition in the absence of fans has turned into perhaps the most impressive Worlds in recent memory.

“There are any number of days where we come to the set and say ‘Wait, I don’t think this has ever been done before.’ You just kind of get used to it after a while,” says Michael Figge, creative director at Possible Productions, which partnered with Riot on the event.

The feat is all the more impressive when you consider the compressed schedule. Typically, producers from Riot and Possible spend well over a year planning for Worlds, but that simply wasn’t possible this year. It wasn’t until May that the decision was made to utilise this tech in a studio without fans.

The setup is a powerhouse, and Riot says that the LED screens, there are more than 900 LED tiles in total, display visuals at 32K resolution and at 60 frames per second. Those visuals were made using a modified version of the amazing Unreal Engine, and in total, the team is made up of 40 artists and technicians. Nick Troop, executive producer for Worlds 2020 at Riot, describes it as “a creative tool that gives us effectively infinite power to manifest whatever our collective imaginations bring to the fore.” And he says one of the most important elements of the whole setup is the way things are shot, powered by four specialized cross-reality cameras.

“Rather than having a single projected camera perspective, we actually have two running simultaneously, effectively all of the time,” he explains. This allows the broadcast team to work in a more traditional way; they can swap between the two simulated perspectives at will, using four cameras to shoot the action on set. “It means that the broadcast team can do what feels to them what feels like a ‘normal television show,’ but in this curated, and beautiful series of environments,” says Troop.

For viewers watching on Twitch or YouTube, the LED soundstage is transformed into a sprawling fantasy world, with AR technology used to make the images expand beyond just the screens. You still see players sitting at desks and playing, but their surroundings are quite elaborate. In a nod to the current state of League of Legends, where four elemental dragons are of pivotal importance in a game, each of the four preliminary rounds of Worlds was styled with a different element.

Initially, there were lots of crumbling rocks and mountains to represent the earth dragon; this was followed by the cloudy Shanghai skyline for the air dragons; later, the set appeared to be flooded with water that stretched on forever, and then at the weekend, during the two semi-finals games, things shifted to fire.

While this technology has been used before, most notably on The Mandalorian, this is the first time it’s been used for a “live” event.

“Pretty much every [cross-reality] expression that has been broadcast to this point has not been live,” explains Possible’s Figge, whose company has worked on everything from Super Bowl halftime shows to Justin Bieber concerts. “It’s been pre-shot, similar to a lot of AR stuff for awards shows in North America. It’s risky to do live. We’re doing up to 10 hours a day of live television on this stage. There’s no second chance at it.”

One of the challenges was balancing the desire to make things look cool without interfering with the players. Everyone on stage, teams, coaches, and support staff, has a somewhat different visual experience than viewers at home, since the AR elements only appear for viewers at home. This turned into something of an advantage for the broadcast team.

“When we do these games, it’s really important for the competitive integrity of the sport for the players not to be able to see the game on the Jumbotron or anything like that. It’s a really difficult design problem,” says Figge. “With this stage, everything that’s above a certain level of height on the stage is completely virtual. It’s augmented reality. So we have the game playing in the background and the players can’t see it.”

That said, while players don’t get the full experience viewers do, it was still important that being onstage felt special. This is the World Championship, after all, something teams from across the globe have been striving for all year long. Without the roar of a crowd to hype up players, the spectacle of a vibrant fantasy backdrop is a solid second option. Those onstage can’t see the AR elements, but they can see the graphics on the screens around them.

“It helps ground the player,” says Troop. “They can still have a sense of the [game] world reacting, in a way that I think helps with their Worlds experience. There is a certain mindset that comes from being on stage, and we wanted to preserve that.”

In most years, the technical showcase of Worlds is reserved for the opening ceremonies at the finals. In the past, that’s included an AR K-pop concert and a holographic hip-hop performance. It’s still not clear what this year’s big show will look like, but you could argue that the early rounds have already stolen the show thanks to this new technology. Each round even opened with its own mini ceremony, featuring choreographed dances set in the fantasy realm; performers jumped across crumbling stone bridges and twirled around with magical spells. Despite the circumstances, Riot turned what could have been a low-key edition of Worlds into a surprisingly memorable one.

“It’s been more educational than frustrating,” says Troop of the experience so far. But as you can see from the results, the effort’s been worth it…

311 Intelligence

What this means for your organisation

Constraints forced the invention.

Travel restrictions ended the usual travelling road show and kept fans away, so the team built something different. What could have been a drab competition became the most impressive in recent memory. Event owners should treat constraints as a prompt to redesign, not just to cancel.

Film technique crossed into live events.

The setup borrows from the method used to create science fiction landscapes for television. Techniques move between industries faster than people expect. Production leaders should scan adjacent sectors for methods they could adopt.

Audiences shifted, not disappeared.

The biggest crowds now gather at home in headsets or in games, with one online concert drawing 12 million participants. Physical attendance is only one channel. Marketers should design for the audience that is actually there.

Three questions for your next leadership meeting

  1. Which constraint should prompt us to redesign rather than cancel?
  2. Which adjacent industry has a method we could adopt?
  3. Where is our audience actually gathering now?

The trends and technologies behind this story

From the 311 Starburst, the 311 Strategic Intelligence Unit’s map of the technologies and trends shaping the next 50 years.

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Analysis by the 311 Strategic Intelligence Unit, from Matthew Griffin’s article and 311 data. First published on Fanatical Futurist.

FAQ

Why does this matter?

Events are changing in a big way, and the Covid-19 lockdowns have encouraged some companies to really push the limits of what's technologically possible.

Matthew Griffin

About the author

Matthew Griffin Founder, President and Futurist, 311 Institute

Matthew Griffin is a multi-award winning Futurist and expert in Disruption and Innovation, Geopolitics, Leadership, and Technology, who NASA have described as a "walking encyclopaedia of the future" and a "futurist Polymath."

Read full bio

Matthew Griffin is a multi-award winning Futurist and expert in Disruption and Innovation, Geopolitics, Leadership, and Technology, who NASA have described as a "walking encyclopaedia of the future" and a "futurist Polymath." 17-time best selling author of the "Codex of the Future" series, Matthew is the Founder, President and Futurist of the 311 Institute, a global Futures and Deep Futures advisory firm working with royal households, world leaders, G7, G20, and G77 governments, NGOs, and multi-national mid and mega cap firms to help them explore, shape, and lead the next 50 years of business and society.

An award-winning YouTube creator with over a million followers, with an unrivalled global reach and impact, Matthew is a highly sought-after international keynote speaker, lecturer, and mentor who collaborates with global leaders through the United Nations Alliance of Civilizations (UNAOC) and United Nations General Assembly (UNGA) to shape pivotal initiatives such as the UN’s AI for Humanity program, the United Nations Conference of the Parties (UN COP), and the World Economic Forum in Davos.

As the former Global Head of Cloud, National Security, and Enterprise Sales for companies including Atos, Dell-EMC, and IBM, Matthew has a proven track record of building multi-billion dollar business units and turning failing divisions into market leaders. His ability to identify, analyse, and communicate the implications of hundreds of emerging technologies and trends is unparalleled, and his insights are trusted by many of the world’s most respected organisations, including ABB, Accenture, Adidas, AON, ARM, BCG, Centrica, Citi, Coca-Cola, Dentons, Deloitte, Dow Jones, EY, Google, KPMG, Lego, Legal & General, LinkedIn, Microsoft, PepsiCo, Qualcomm, RWE, Samsung, Siemens AG and Siemens Energy, T-Mobile, UBS, VISA, Walmart, Workday, Worldpay and many others.

Regularly featured in the global media including the AP, BBC, Bloomberg, CNBC, Discovery, Forbes, Khaleej Times, Telegraph, TIME, ViacomCBS, WIRED, and the WSJ, Matthews mission is to help organisations create a fair and sustainable future whose benefits are shared by everyone irrespective of their ability, background, or circumstances.

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Sources and further reading

  1. Possible Productions possibleproductions.com
  2. AR K-pop concert vrfocus.com

Source: first published by the 311 Institute on 10 November 2020. Cite as: Griffin, M. (2020). Riot built the world’s most awesome mixed reality E-Sports stage using Mandalorian tech. 311 Institute. https://www.311institute.com/riot-built-the-worlds-most-awesome-mixed-reality-stage-using-mandalorian-tech/

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