PIXERA levels up VALORANT Champions 2024 in Seoul
Powered by AV Stumpfl’s PIXERA, Lux Machina Consulting seamlessly blended gameplay data with screen content at VALORANT Champions 2024.
Powered by AV Stumpfl’sPIXERA, Lux Machina Consulting seamlessly blended gameplay data with screen content at VALORANT Champions 2024.
Wallern a.d. Trattnach (Austria), 25 December 2025 – The 2024 VALORANT Champions esports tournament saw 16 teams of the best VALORANT players in the world compete for the title of Valorant Champion at the INSPIRE Arena in Seoul. Central to the visuals and to capturing the audience’s attention was AV Stumpfl’sPIXERA, a real-time media processing, compositing and management system, which handled the event’s complex, data-driven visuals in real-time.
This year marked the fourth edition of the tournament, organised by Riot Games for its first-person tactical-hero shooter game, VALORANT.
Tasked with the challenge of showcasing the story of the gameplay to the audience in real-time was Lux Machina Consulting, whose technical team relied on PIXERA’s powerful API and integrated programming. PIXERA’s ability to integrate live data with on-screen graphics allowed the team to keep pace with Valorant’s quick gameplay, using dynamic updates that displayed each player’s statistics and achievements instantly.
“This is one of the few shows that required our operators to programme not just the media but a very large amount of code for the event to execute properly,” says Kyle Olson, vice-president of production at Lux Machina Consulting. “We wrote approximately 1,000 lines of Lua code to utilise the PIXERA API, which allowed us to automate updates base on live in-game data without needing operator intervention.”
The setup, designed for reliability, flexibility and consistency, included PIXERA version 2.0.65, which ran on 11 Lux Arca servers: two directors, eight renders and one middle ware that accounted for full redundancy. “For the show to run on a single cluster, we used one director and four renders to run it,” explains Olson. PIXERA 2.0 allows media server operators to be much more flexible and efficient when working on complex show environments.
Cody Luensman, project specialist at Lux Machina Consulting, explains that the team created a module within PIXERA’s Control workflow to parse incoming messages from the middleware application to update and automate the playback and player stats, including live updates to the text resources native to PIXERA. “This integration of PIXERA and VALORANT’s API allowed our team to deliver the in-house audience a more immersive and interactive visual experience – seamlessly marrying in-game events with screened content,” he adds.
The production team faced a demanding schedule, with new content arriving up until the event’s start. “If just one programmer had worked on this show, they would have been buried so deep in notes at the end of the day that they wouldn’t have been able to walk off-site until 3am,” explains Amanda Facemire, Unreal Engine operator for Lux Machina Consulting. To manage this, the team utilised PIXERA’s Multi-User feature, available in version 2.0, which enabled Facemire and Luensman to collaborate and share updates in real time.
“By splitting responsibilities, we could meet demanding rehearsal and event requirements, where last minute changes were made. PIXERA’s Multi-User feature ensured all updates were pushed to both stations, keeping files synced across each operator’s screen,” she adds.
The PIXERA software was complemented by an Aquilion C+ processor, making it easier to programme and handle on-the-fly adjustments, as well as Lightware 48x48 HDMI router to pass visuals from PIXERA to the Aquilion C+; an Aja Kumo 32x32 SDI router to handle SDI signals from gameplay feeds and IMAG sources; an Evertz 5700 Master Clock, providing timecode synchronisation across all AV equipment; and a Brainstorm SR-112 Timecode Distripalyzer, enabled visuals and gameplay data to stay aligned in real time.
“The ability to dynamically update resources via PIXERA’s API allowed us to take on a quantity of content that would have normally been implausible to work with,” explains Olson. He praises the flexibility of PIXERA, stating: “Using OSC and the Lua integration we were able to programme the show in such a way that updated live, as information streamed into PIXERA without the operator needing to make changes to the elements that made up each player’s on-screen visuals, such as player states and statistics.” This allowed the Lux Machina technical team to re-focus on live look changes, such as the game start, timeouts and win moments.
According to Olson, the end user was extremely happy with the flexibility that allowed the organiser to make changes to content that would have been otherwise impossible given the volume and types of changes requiring dynamic updates via in-game data.
He concludes: “PIXERA worked as expected with the API and data integration and optimisation, and the team achieved an improved performance over previous events.”