Andrew Lane
Broadcast Systems Consultant

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About


I’m a freelance Broadcast Engineer, Developer and Consultant spending my time between Manchester, Milton Keynes and London. I have been working in live broadcast environments for over 4 years both as a freelancer and as an employee with various companies focused around the esports scene, which has taken me all over the UK and abroad.

I pride myself on providing a great customer experience, transforming your ideas and suggestions into creative cutting edge technology to elevate broadcast quality past that of your competitors or simply to maintain existing high standards. My experience also expands through the technical side of broadcast into the production and business sides of the operation and I can swiftly adapt and become a valuable resource throughout your project.

Utilising my skills and knowledge of both broadcast engineering and software engineering I design and build solutions which use the latest technologies to integrate and present your broadcast environment in the best way possible and often with a fast turnaround. Or, if you are just in need of an operator or multi-camera director with broadcast experience to fit into your show or live event, I will always aim to fit into your existing operation seamlessly.

When I’m away from the cameras, I have a keen passion for Skiing, Fitness and Rugby but even when I am in the mountains it's only an email away, so if you want to get started working together get in touch today!

Skills


Through my work in both Broadcast Engineering and Software Engineering I have picked up a number of multidisciplinary skills which can be easily put to use to produce creative and unique solutions for complex problems. I'm also an incredibly quick learner and am able to pick up and master new technologies, methods and tools rapidly.

Broadcasting Related


Blackmagic Design Logo
Blackmagic Hardware
Proficiency
Broadcast Engineering
Proficiency
CasparCG Logo
CasparCG
Proficiency
Camera Operation
Proficiency
Ross Logo
Ross Expression & Carbonite
Proficiency
VMix Logo
Replay Systems
(vMix, 3Play, EVS)
Proficiency
Grass Valley Logo
Grass Valley
Vision Mixers
Proficiency
D3 Logo
LED Processors
(d3, Hippo Play)
Proficiency
Directors Chair Icon
Multicamera Directing
Proficiency
Sound Engineering
Proficiency
Production Management
Proficiency
Lighting Technician
Proficiency

Programming & Software


Node.JS Logo
Node.JS
Proficiency
Web GL Logo
Web GL
Proficiency
Adobe Creative Cloud Logo
Adobe Creative Cloud
Proficiency
Javascript Logo
Javascript
Proficiency
C# Logo
C#
Proficiency
Microsoft Office Logo
Microsoft Office
Proficiency
HTML5 Logo
HTML5
Proficiency
Java Logo
Java
Proficiency
Google Drive Logo
Google Drive
Proficiency
CSS3 Logo
CSS3
Proficiency
AngularJS Logo
Angular.JS
Proficiency
Microsoft Windows Logo
Windows
Proficiency
Actionscript 3 Logo
ActionScript 3
Proficiency
Terminal Logo
bash
Proficiency
MacOS Logo
Mac OS
Proficiency
Git Logo
git
Proficiency
Powershell Logo
Powershell
Proficiency
Linux Logo
Linux
Proficiency

Soft Skills


Creative Thinker
Proficiency
Team Player
Proficiency
Leadership
Proficiency
Responsible
Proficiency
Humourous
Proficiency
Problem Solver
Proficiency

Partners


My work has also lead me to working in collaboration with a number of key industry companies and individuals in both the broadcast and esports industries to deliver world class events and broadcasts to a global audience.

ECS: Season 3
ECS Season 3
ECS: Season 3
Broadcast Engineer & Live Systems Developer

ECS Season 3 presented a number of new challenges. Expanding on the existing infrastructure put in place for Season 2, I worked closely with the inhouse design and production teams to introduce new graphics to the system and develop the system further.

A new major challenge was the rapid short term development of a replacement for the CS:GO spectator HUD for the finals. Taking real time data from the game and presenting it onscreen with a new custom design, with integration of automating switching of player pictures, data and cameras.

Vainglory 8 - London
Vainglory O2 London
Vainglory 8 - London
Lead Broadcast Engineer & Graphics Operator

Vainglory Unified Western Championships was the first european based live event for Super Evil Megacorp. Working directly with the team at ESL UK, I oversaw the entire technical infrastructure installation surrounding the broadcast.

Additionally in the short term run up to the event I worked with the team to develop graphic assets and control interfaces to power the event.

ESL: Pro League S5
ESL Pro League
ESL: Pro League S5
Technical Director

Throughout the regular season I was brought in on a number of occasions to direct some of the regular matchday broadcasts for the ESL Pro League B stream. The role included setup of broadcast equipment direction and talent management.

ECS: Season 2
ECS Season 2
ECS: Season 2
Broadcast Systems Developer

Ahead of ECS Season 2 I worked with the production and graphics in-house teams to develop a CasparCG client solution that allowed the graphic operator to quickly change and manipulate assets using a web based UI. The system was also integrated directly with the internal FaceIT API to receive match information.

At the finals in Anaheim Arena I was responsible for live modifications to the graphics system and the live data on the in-house LED screens.

ECS: Season 1 Finals
ECS Season 1
ECS: Season 1 Finals
Stage Systems Developer

The ECS Season 1 finals was the wrap up of the first season of the Esports Championship Series, a collaberation between FaceIT and Twitch held at Wembley Arena in London. I was contracted last minute to provide graphic automation for the stage LED screens.

I designed the solution so it could be expanded on as a future project to further automate the production workflow with a number of FaceIT's in-house systems by creating a C# middleware client and a node.JS microapp for live data translation.

PES League: Season 1 & 2
PES League S1 & 2
PES League: Season 1 & 2
Broadcast Engineer & Live Systems Developer

PES League were looking to increase the production value on their premier esports series. Working with the production team at European Gaming League I provided broadcast engineering and architecture advice, as well as developing a CasparCG client based off my own inhouse software. The produced system connects with the tournament platform and automatically activates realtime graphics when goals are scored, delivering the results in a 'Sky Sports' style.

At the three live events I lead the technical installation and was the technical director and showcaller.

MDL - Finals
Mountain Dew League Finals
MDL - S24 Finals
Technical Director

MDL is the sponsored name for the ESEA league, it runs as a feeder league into the ESL Pro League. I was brought in by ESL UK to handle technical installation and direct the broadcast team for the live show. The event took place over two days with a number of semi professional teams in live attendance and some well recognised on-screen talent presenting the show.

Runescape Deadman
Runescape Deadman
Runescape Deadman
Lead Broadcast Engineer

The Runescape Deadman Winter Invitaional is a online competition where a king of the hill/deathmatch mashup gamemode is played online between 2000 players culminating in a "final hour" which was broadcast live.

I was brought in by ESL UK to assist with production and produce a range of bespoke automation tools which were used to integrate graphics systems, LED controllers and social media feeds to streamline the production process. I also managed the technical setup of the broadcast enviroment and operated the connected graphics system during the live show.

HCS: EU Finals S1 & 2
HCS EU Finals S1 & 2
HCS Pro League EU Finals
Technical Director & Lead Broadcast Engineer

I was brought into the existing team at ESL UK to help with the broadcast management for the Halo Pro League European finals for both Season 1 and 2.

My role involved developing the broadcast as best as possible with the existing resources over the two seasons. I built new tools such as producing a touchscreen multiview solution and produced key broadcast artifacts such as run of show and ensured that the overall broadcast was delivered at a high quality.

In addition to my management role, I also assisted with stage design, setup and was the technical director during the live show.

EGL: Battle of Europe
EGL Battle of Europe
EGL: Battle of Europe
Technical Director & Lead Broadcast Developer

The EGL Battle of Europe was the Season One European Championships for Halo The event was an incredible technical feat as a number of video feeds had to be mixed in real time with graphics and audio on a very limited budget.

I took a leading role in developing the software which handled camera transitions, graphics, data processing and multiple picture in picture as well as assisting in audio and visual setup on site, and producing the event live.

Contact


Seen enough? Interested in working together on your project? Just fancy having a chat about all things broadcast? Feel free to get in touch today and we can discuss the best way to move forward together. The easiest way is to drop me an email or text message but you can find a selection of contact methods and general resources below, I will respond to your message as soon as I can!

Contact Addresses


General Resources