I'm going to comment on the "it's impossible to film" aspect, because I have some experience and training in this area. I used to do shot composition for kids TV. Not quite the same but the principles of storytelling on film don't change.
It is *absolutely possible* to film paintball in a way that is very watchable if it's post produced. Perfect example: https://www.youtube.com/watch?v=9A4Z2m53zV0
It's MUCH harder, but still possible, to do it live. Key points:
1. Avoid side on shooting shots. These are for posters, not video. Instead, try as much as possible to get over the shoulder shots which get both ends of a gunfight.
1b. Move the cameras further away, and zoom in. This makes it easier to frame the shooter and the target in shot and makes them look closer to each other. Hormesis 1v1 did this very well.
2. Forget the "sideline cameras" aspect of filming. This is a relic of traditional sports. Instead, rotate your 180 (aka line of action) by 90 degrees, and make ONE endzone your main camera location with a few cameras spread along the line and corners. Proper sports cameras with 50x zoom if possible. This way almost by default you're getting the best angles. This will give much better angles of dorito and snake action, create a sense of attacking vs defending teams, and makes it much easier to respect the 180 while doing so. It also will make everything much easier to follow. If you're remotely competent as a production crew, you wont need cameras at the other end other than for instant replay angles. Teams switch ends each point, so you get both.
It's worth scoping out the main gunfight lanes and positioning your endzone comeras to see down those alleys.
2b. Don't bother trying to show everything! You'd think that Battle Royale games would be impossible to watch because there are a dozen teams running around, and yet thanks to streamers we know it's one of the most entertaining things to watch. The key is to ignore most of what's going on. So choose one team or player to mainly focus on for each point. Show the tactical situation from a high camera, sure, but don't bother trying to highlight everyone all the time. It sure helps if you're playing an objective format, but we can't all be that lucky.
3. Use a desyncronized feed. By that I mean: cuts are live, footage is a couple seconds delayed. What it allows is that I as the editor can see a hit or some action, cut to it, and THEN the viewer sees the moment happen. It requires buffering all cameras by a couple seconds and needs to be something that can be toggled.
All of these can be done without extra personnel or admin requirements (unlike kill trackers etc). Just point 3 requires a slightly specialized production trailer and a *tiny* bit of training.
Once that's all sorted, you can move on to the "nice to have" option stuff:
- clear masks, mandated. No tint, no mirror, and mandated perfectly clear lowers. So what if they're hard plastic, everyone is in the same boat.
- wireless gun cams on every player's hopper or gun. The tech absolutely does exist. But *don't* generally use these during the live action - they are best as instant replay views.
- Player trackers built into markers so we can see where people are pointing and their location
- kill trackers etc.
But again, all of those are hard. They should only happen once the easy stuff is in place and the budget can justify it.
And that's before I even get into how the game design itself needs to be rethought from first principles.
It is *absolutely possible* to film paintball in a way that is very watchable if it's post produced. Perfect example: https://www.youtube.com/watch?v=9A4Z2m53zV0
It's MUCH harder, but still possible, to do it live. Key points:
1. Avoid side on shooting shots. These are for posters, not video. Instead, try as much as possible to get over the shoulder shots which get both ends of a gunfight.
1b. Move the cameras further away, and zoom in. This makes it easier to frame the shooter and the target in shot and makes them look closer to each other. Hormesis 1v1 did this very well.
2. Forget the "sideline cameras" aspect of filming. This is a relic of traditional sports. Instead, rotate your 180 (aka line of action) by 90 degrees, and make ONE endzone your main camera location with a few cameras spread along the line and corners. Proper sports cameras with 50x zoom if possible. This way almost by default you're getting the best angles. This will give much better angles of dorito and snake action, create a sense of attacking vs defending teams, and makes it much easier to respect the 180 while doing so. It also will make everything much easier to follow. If you're remotely competent as a production crew, you wont need cameras at the other end other than for instant replay angles. Teams switch ends each point, so you get both.
It's worth scoping out the main gunfight lanes and positioning your endzone comeras to see down those alleys.
2b. Don't bother trying to show everything! You'd think that Battle Royale games would be impossible to watch because there are a dozen teams running around, and yet thanks to streamers we know it's one of the most entertaining things to watch. The key is to ignore most of what's going on. So choose one team or player to mainly focus on for each point. Show the tactical situation from a high camera, sure, but don't bother trying to highlight everyone all the time. It sure helps if you're playing an objective format, but we can't all be that lucky.
3. Use a desyncronized feed. By that I mean: cuts are live, footage is a couple seconds delayed. What it allows is that I as the editor can see a hit or some action, cut to it, and THEN the viewer sees the moment happen. It requires buffering all cameras by a couple seconds and needs to be something that can be toggled.
All of these can be done without extra personnel or admin requirements (unlike kill trackers etc). Just point 3 requires a slightly specialized production trailer and a *tiny* bit of training.
Once that's all sorted, you can move on to the "nice to have" option stuff:
- clear masks, mandated. No tint, no mirror, and mandated perfectly clear lowers. So what if they're hard plastic, everyone is in the same boat.
- wireless gun cams on every player's hopper or gun. The tech absolutely does exist. But *don't* generally use these during the live action - they are best as instant replay views.
- Player trackers built into markers so we can see where people are pointing and their location
- kill trackers etc.
But again, all of those are hard. They should only happen once the easy stuff is in place and the budget can justify it.
And that's before I even get into how the game design itself needs to be rethought from first principles.

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