Broadcast Consultancy
Broadcast consultancy, system design and vMix expertise from Brussels. Twenty years of live production behind whatever you are trying to build, run or fix.
Most of the time clients book us to run something: a director, a vision mixer, an engineer, a producer, on site and delivering.
Sometimes what they need is the thinking rather than the hands. A system to design. A plan to pressure test. A team to bring up to speed. An idea that needs to survive contact with a live show. That is what this page is for, and it is available on its own, without a production attached.
We are called Production Solutions because that is the actual job. You have a problem, we work out the answer, and then we either hand it to you or build it for you.
We are vMix specialists, with close to a decade of building productions on it and a track record of getting it to do things most users would not think to ask of it.
That capability comes with judgement attached. vMix makes it very easy to put everything in one box, and a single box is a single point of failure. We design systems that use vMix hard while keeping room to move: sensible separation, sensible fallbacks, and never engineering ourselves into a corner where one problem takes the whole show with it.
Four things clients come to us for:
System design from scratch. Our preferred way to work, because the decisions that hurt later are nearly all made at the start. Inputs, outputs, recording, comms, how it reaches air, and how it will actually be operated, whether that is one person or a full team, on one vMix system or several working together.
Graphics and data integration. Titles, scoreboards and full graphics packages driven from live data rather than typed in by hand, with the logic underneath to make them behave.
Integration with everything else. Hardware switchers, routing, audio, comms and playout. vMix rarely lives alone, and the interesting problems are usually at the joins.
Improving what is already there. We go into existing setups, find out why they are fragile, and make them better alongside the team who has to keep running them.
We were contracted to supply two engineers on a live event series for Nintendo UK, via DoubleJump, cutting and vision mixing the shows.
The graphics plan we inherited ran stills from the client's ATEM using the Photoshop plug-in. We raised concerns about it before the first show, and on site those concerns turned out to be well founded: it is a fine way to put a picture on screen and the wrong tool for a tournament with changing names, scores and formats.
So we built the replacement overnight. A full graphics package inside vMix, driven live from Google Sheets, with the calculation and data handling done in the sheet and the logic to switch cleanly between entirely different tournaments and formats, Splatoon in one block and Mario Kart in the next, keeping each game's brand guidelines intact inside a single stream. We were very early adopters of vMix data sources, and at that point we were doing things with them that most people did not know were possible.
It became a recurring booking across the following couple of years, with the graphics getting more ambitious every time.
We do offer training, and it is worth being clear about what it looks like. Not a course catalogue and a certificate, but time spent getting your people genuinely confident on the system they have to run: a session with an in-house team, structured handover at the end of a build, or a second pair of eyes for a producer who inherited a setup they did not design.
It works best taught on your own system with your own show rather than a generic example. Tell us what your team keeps getting stuck on.
Tobin spent several years at Insomnia Gaming Festival, the much loved community led UK gaming festival, training up the young production talent who volunteered on the main stage. It remains one of the parts of his career he is proudest of, and it set the standard for how this is done: get people confident enough to solve the next problem without phoning anyone.

Design is something you can buy from us on its own: signal flow, kit lists, workflow, crew structure, and the practical questions about power, space, connectivity and get-in time that decide whether a plan is real.
Sometimes it is the whole engagement. For one client we designed a graphics system running multiple vMix systems in parallel, working directly with their own development team, which is the sort of thing close to a decade on vMix and twenty years of live production lets you take on with confidence.
What you walk away with is whatever the job needs. A design you can hand to whoever is building it. Full documentation so the design survives contact with a crew who were not in the room. Or the finished system, built and delivered by us. We agree that at the start rather than pretending there is a standard package.


The most useful thing experience buys is not fixing problems quickly. It is seeing them coming and designing them out before they happen.
That is a lot of what we bring to a project: a faster get-in and a cleaner get-out, engineering that is efficient rather than merely adequate, and deliberate space built into the system so that when something unexpected happens there is somewhere to go. Plenty of shows are difficult on the day because of a decision made calmly six weeks earlier by someone who had not done it before.
On a production where the stakes are high, having that experience in the room is one of the cheaper things on the budget.
Streamwise. During COVID they needed real remote production capability, quickly. We worked with their in-house developer to build cloud based gallery infrastructure for live events, so productions could be cut by people nowhere near the venue or each other. It went into service and we kept developing it with them.
Nintendo UK, via DoubleJump. A vMix and Google Sheets graphics system built on site overnight to replace an approach that would not have held up, then developed across a recurring live event series over roughly two years.
We do not list everything. A fair amount of consultancy work never gets talked about, because clients understandably prefer their expertise to look like their own.

The gallery for a long-running games series. Designed once, run every week after that.
We want to work with you, not simply for you. On consultancy that matters more than anywhere else, because the value sits entirely in the quality of the conversation. Tell us the budget, the politics and the thing you are quietly worried about, and you get useful advice. Tell us only the kit list, and you get advice about a kit list.
We will also tell you when the plan is bigger than it needs to be. Getting you the result you actually want, for money that makes sense, is what brings people back.
Questions
Yes, and it is common. An independent read from someone with no stake in the original decision tends to surface the things nobody internal wants to raise.
Yes, taught on your own system with your own show, either as a standalone session or as handover at the end of a build.
Regularly, and it is some of our favourite work. We are comfortable being the broadcast knowledge in a room full of people who know their own systems better than we do.
We are not an out and out rental house, but we rent out what we have, and we will happily buy in and build a complete system for you to own. If the answer to your problem is hardware, we can deliver the hardware.
Yes, if you want us to. You are equally welcome to take the design elsewhere.
We are based in Brussels and work across Europe and internationally. A good deal of consultancy work happens remotely.
A system to design, a plan to check, a team to bring up to speed, or a problem you have not solved yet. Tell us where you have got to and we will tell you what we would do.
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