The Arc World Tour Finals brought the Guilty Gear community together for four days of live competition. I served as the transmission engineer, responsible for helping the program reach its online destinations while the tournament continued inside the venue.
Designing for a multi-day broadcast
The transmission workflow combined fiber, satellite, and internet connectivity to create primary and backup routes. LiveU equipment supported the remote path, including delivery to an RTMP listener in Japan, while Restream was used at the client's request for additional distribution.
My work covered preparation, path checks, live monitoring, and troubleshooting throughout the event. A four-day tournament changes the operating problem: the system has to remain understandable and recoverable across long days, changing match schedules, and repeated handoffs.
Keeping the competition connected
The players and matches were the reason people watched. The transmission system's job was to stay out of their way while preserving a dependable connection between the venue and the audience.
This project reinforced the value of treating redundancy as an operating plan rather than a list of equipment. Each backup path needed to be monitored, understood, and ready to support the program if conditions changed.