From First Login to Live Match: The OZ Platform
What Is the OZ Platform?#
Most platforms explain themselves with architecture diagrams. Sunil explains with a workflow.
"When a league or a broadcaster partners with OZ, their team touches three tools," he says. "OZ Designer for planning. OZ Studio for production. The Spatial API for data. Everything else (the hardware, the AI models, the Venue Graph, the runtime) is infrastructure that runs underneath. Your team does not need to understand it. They need to understand the three tools that sit on top."
This is the deliberate design principle: the deep technology disappears. A production director doesn't need to know that Arcflow processes spatial queries in under a millisecond, or that Cortex synchronizes six 4K camera streams at frame-level precision. They need to know where to plan their venue, where to direct their match, and where to get their data.
"I think of it as a workspace," Sunil explains. "You log in, and you have access to the tools you need for your role. A deployment engineer opens OZ Designer. A match-day director opens the Director Console in OZ Studio. A data analyst opens the Spatial API explorer. Same platform, different workspace, same data layer underneath."
OZ Designer: Where Every Deployment Starts#
Before hardware ships to a venue, before a single camera is mounted, before a single cable is run, the deployment starts in OZ Designer.
"OZ Designer is the scene planning tool," Sunil says. "It is where you define what the OZ VI Venue will do at a specific venue. You model the venue geometry. You place cameras. You define zones (the penalty area, the technical area, the tunnel, the stands). You bind playbooks (the rules that tell the AI how to produce the match). And then you test everything in ghost mode, against real match data, before the hardware arrives."
For a production director accustomed to traditional deployment (where a senior engineer walks the venue, makes decisions on the spot, and carries the configuration in their head) this is a fundamental shift. The venue knowledge is no longer in someone's head. It's in a version-controlled, peer-reviewed scene model that transfers between venues, between seasons, and between team members.
"The real value of OZ Designer is not the first venue," Sunil says. "It is the tenth. A scene model designed for one football stadium transfers to another with site-specific adjustments (different mounting heights, different sight lines, different lighting conditions). But the playbook logic, the zone definitions, the production intent: all of that carries over. Your tenth venue does not start from scratch. It starts from the accumulated knowledge of venues one through nine."
For league managers evaluating nationwide deployment: OZ Designer is the tool that makes scaling practical. Every venue deployment builds on the last. Templates carry operational intent between venues. Ghost mode simulation validates coverage before hardware ships, eliminating costly on-site rework. The question isn't whether your team can plan one venue; it's whether they can plan fifty. OZ Designer is how.
OZ Studio: The Production Console#
Once the OZ VI Venue is installed and calibrated, the production team works in OZ Studio, the live operational console.
"OZ Studio is where match day happens," Sunil says. "It's a browser-based application suite (no special hardware, no proprietary workstation). A laptop and a stable internet connection. Your director logs in and sees every tool they need: the Director Console, the Replay Workstation, the Graphics Panel, the Audio Desk, and the System Health Dashboard."
For production professionals, the Director Console is where the conversation gets specific:
The multi-viewer. All six camera feeds displayed simultaneously, with program and preview outputs. The director sees what is going live and what is queued next, with tally indicators showing which camera is on air.
The OZ Action Manager. This is the AI directing engine. It automates camera selection, framing, and transitions based on the state of play. "The director declares intent," Sunil explains. "Show the buildup. Go tactical wide. Focus on the high line. The AI executes. This isn't autonomous broadcasting; the director is always in control. It is intent-based production: the human decides what story to tell, and the system handles the frame-accurate execution."
Manual override. At any moment, the director can take manual control of any camera, override the AI's selection, and direct conventionally. The system is designed for human judgment to take precedence. Every override is logged, not as a failure, but as training data that improves the AI's understanding of production preferences.
The Replay Workstation. Multi-angle clip capture, frame-accurate scrubbing, 4K digital zoom for replay refinement, and highlight reel creation. All six camera angles are available for any moment in the match.
The Graphics Panel. Scorebugs, match clocks, lower-thirds, sponsor L-bars, and dynamic statistical overlays driven by live Venue Graph data. Player statistics update in real time because the spatial data is live, not manually entered.
The Audio Desk. Virtual faders, bus routing, loudness metering. Designed for the lean production team where one operator may handle multiple roles.
Sunil Kashyap
Head of OZ Studio Tech Stack
“The director declares intent. The AI executes. The human decides what story to tell; the system handles the time-critical execution.”
The Spatial API: Data That Outlasts the Match#
After the final whistle (and increasingly, during the match itself) the Spatial API exposes the structured intelligence that the Venue Graph has captured.
"Every match that an OZ VI Venue produces generates structured spatial data," Sunil says. "Player positions, ball tracking, event detection, tactical formations, zone occupancy, spatial relationships, all time-stamped, all queryable, all accessible through a versioned API with stable data contracts."
For production teams, the Spatial API powers three immediate capabilities:
Live graphics automation. Player identification overlays, formation maps, distance-run statistics, speed indicators, all driven by live Venue Graph data rather than manual input. "Your graphics operator used to type player names and manually trigger lower-thirds," Sunil says. "Now the system knows who is on screen, knows their statistics, and triggers the right graphic at the right moment. The operator focuses on editorial judgment, deciding when to show a statistic, not how to look it up."
Post-match content. Every spatial event during the match is captured and exportable. Highlight reels, tactical breakdowns, player performance analysis, all generated from structured data rather than manual tagging. "A match that took three people two hours to tag manually now arrives as structured data within seconds of the final whistle."
Third-party integration. Analytics platforms, sports data companies, betting operators, performance analysis tools, all can consume OZ's Spatial API through standard, versioned interfaces. The data shapes are stable. The contracts are published. Integration code written for one venue works at every venue in the network.
"For league managers, this is the revenue dimension that traditional production never offered," Sunil says. "A broadcast crew produces video. An OZ VI Venue produces video and structured spatial data. The data is an asset that can be licensed, analyzed, and monetized independently of the broadcast itself."
For sports federations evaluating OZ: the Spatial API means that deploying OZ at your venues doesn't just improve broadcast quality; it creates a structured data product from every match. Player tracking, event detection, tactical analysis, all captured automatically, all exportable, all licensable. This is the "fourth revenue stream" that traditional production cannot deliver because there is no system present at the venue to capture it.
How the Three Tools Connect#
The three tools aren't separate products bolted together. They share a single data layer (the Venue Graph) and a single deployment unit (the OZ VI Venue).
"OZ Designer pushes its scene model into the deployed node as structured parameters," Sunil explains. "No manual translation. No configuration file that someone edits by hand at the venue. The zones you defined in Designer appear in Studio. The playbook logic you tested in ghost mode executes in production. The data that Studio produces flows through the Spatial API. It is one continuous pipeline: plan, produce, deliver."
This continuity matters for teams that operate across multiple venues. A league with twenty OZ VI Venues doesn't manage twenty separate systems. They manage one platform with twenty nodes. A playbook refined at one venue propagates to the fleet. A new graphic template designed for one match is available at every venue. An integration built against the Spatial API at one venue works at all venues.
"That is the scaling story," Sunil says. "Traditional production does not scale because each venue is a separate operation with separate people, separate configurations, and separate institutional knowledge. OZ scales because the platform carries the knowledge. Your twentieth venue starts from the operational intelligence of venues one through nineteen."
Getting Started#
For the production director who asked the opening question ("Just show me what I'm getting") Sunil offers a concrete starting point.
"You get three workspaces," he says. "OZ Designer to plan your venues. OZ Studio to produce your matches. The Spatial API to build with your data. Underneath all three, you get the OZ VI Venue, the permanently installed, managed infrastructure that sees, tracks, and understands everything happening at your venue. You don't manage the hardware. You don't maintain the AI models. You don't operate the edge compute. We do. You use the tools that sit on top and focus on what you do best: producing great sports content."
He pauses, then adds the line that connects the product story to the infrastructure story.
"Baldur talks about infrastructure that compounds, where every deployment makes the next one better. That is the platform from the capital side. From the product side, it means something simpler: the tools you use today are better than the tools you used last season, because every match and every venue has made them smarter. You do not need to upgrade. You do not need to migrate. The platform improves underneath you, and the workspace stays familiar."