Platform

One archive for every camera, every game, every season

Arrogant Wood is not a stats dashboard bolted onto a video player. The video is the primary record; everything else is indexed against it.

Multi-angle ingest

Up to eight synchronised feeds per game from arena fixed cameras, broadcast output or handheld uploads. Automatic sync by audio and scoreboard clock.

Unified data model

Game → period → shift → event → clip. Every object keeps a pointer back to the exact frames it came from, at the exact frame rate.

Automatic tracking

Player and official detection, jersey number recognition, pose estimation and puck tracking, reconciled across cameras into a single coordinate space.

Instant clip rendering

Clips render from the master into the requested preset. Median render time is nine seconds for a twenty-second clip at 1080p.

Warm and cold storage

Fourteen days at full quality, then tiered to object storage. Cold retrieval takes about forty seconds and costs a fraction of hot storage.

Access control

Per-team, per-season and per-folder permissions. SSO with SAML for league deployments; every download is logged.

What a game record contains

After processing, one game is roughly 90,000 tracked frames, 1,400 events and 260 shifts — all addressable by time.

ObjectVolume per gameWhat it holds
Frames~90,00025 fps tracking, 60 fps master video
Player tracks~38Coordinates, pose, jersey, team
Shifts~260Line changes reconciled with the clock
Events~1,400Entries, exits, shots, passes, hits
Clipson demandRendered from master, never re-encoded twice

Works with the tools you already pay for

Import tracking exports, push clips to your video coach, or pull everything through the API.

Sportlogiq

CSV and JSON event import.

InStat

Shift and event reconciliation.

Hudl

Clip export and share links.

Catapult

GPS and load data overlay.

Want the technical detail?

Read how the tracking and transcoding layers are built, and what they cost to run.

Technology overview