How ESPN Engineered Live Players on The Simpsons Funday Football Broadcast

The animated Simpsons broadcast of the Monday Night Football Game presented the players in cartoon form in real time.

Dan Carney, Senior Editor

December 9, 2024

4 Min Read
The Cowboys played the Bengals in the stadium of the Springfield Atoms.
The Cowboys played the Bengals in the stadium of the Springfield Atoms. ESPN

At a Glance

  • The Simpsons Funday Football used state-of-the-art technology to depict every play of the Bengals-Cowboys game.
  • Each Bengals and Cowboys player appeared as a motion-enabled, animated player.
  • Hank Azaria, Nancy Cartwright, Dan Castellaneta, Julie Kavner, and Yeardley Smith voiced their characters.

Using Sony’s Hawk-Eye player tracking technology that Design News covered previously, the NFL and ESPN were able to broadcast an animated Simpsons version of the Monday Night Football game between the Dallas Cowboys and the Cincinnati Bengals in real time alongside the live video broadcast of the game.
Leaving some of us to wonder, “How did they do that?”

Unsurprisingly, through the application of a lot of cool technology. As discussed in the Hawk-Eye article, Sony’s technology blankets the field with cameras and brings all their images together over a Cisco network.

Using Sony’s Beyond Sports Technology, to track individual players and their movements, ESPN was able to depict the football teams as Simpsons characters playing at the fictional Atoms Stadium in the show’s Springfield hometown. This Simpsons Funday Football alternate viewing presentation streamed live on Disney+ and ESPN+, and, on mobile, with NFL+ while the traditional Monday Night Football telecast aired on ESPN, ABC, and ESPN Deportes. This broadcast was the second consecutive year ESPN, Disney, and the NFL have presented a Funday Football telecast, following last year’s showing of a Toy Story-themed version of the Falcons-Jaguars game from London. 

Sony’s Beyond Sports analyzes, validates, enhances, and translates player movement to a 3D environment that streams to the CGI platform in real-time. Hawk-Eye Innovations’ optical tracking adds dynamic player and character movement including detailed limb movement and mannerisms captured by its cameras.  

Related:Super-Smart Super Bowl Replay Technology

Additionally, commentary was provided by ESPN’s In-House NFL Personalities and Simpsons enthusiasts Mina Kimes and Dan Orlovsky, who will provide football strategy discussion with Drew Carter calling the game action. They were animated in the style of the Simpsons and employed ESPN Edge Innovation Partner’s Meta Quest Pro headsets to experience the game from Springfield thanks to VR technology and Sony’s Beyond Sports’ Virtual Commentator Technology.

The ability to deliver a broadcast of animation created on the fly using data from players comes from “the constant and rapid progress with the technology that, again, started with single point tracking just a couple of years ago and relatively basic movements to where we are today with blended tracking,” said Phil Orlins, ESPN’s vice president of production in a pre-broadcast press conference.

“Our 3-D simulation is based on positional tracking data, firstly,” elaborated Nico Westerhof, Beyond Sports co-founder and chief technology officer. “We actually have two sources now coming together. We have the single-point tracking data that’s provided by NGS, which is active tracking. It’s trackers that are in the shoulder pads of the players. It’s a very stable feed that tells us exactly the position for a player.”

Related:Super Bowl 2024 Scores Rout for Tech

Using this data alone, the animation could show the location of the players on the field as they move around and the location of the ball. “We just know where they are,” pointed out Westerhof, “but they don’t hold the ball. They don’t throw the ball. They don’t catch the ball. This is stable, but limited, in terms of viewing experience.”

The next step is to blend in detailed information about players’ individual movements that is captured by sensors on their bodies. “The second data source is skeletal data tracking and limb tracking data,” he said. “And there we actually have 29 points per player so we can get a lot closer to the actual character’s movement and the detailed movement that these characters have.”

Finally, for the Simpsons-themed broadcast, ESPN blended in Simpsons characters as players on the field from time to time. “This takes a whole other-level processing,” Westerhof said. “We’ll use Lisa (Simpson) for an example. As she catches the ball, Lisa is much smaller than the rest of the players. So, in real life, the ball would go over her head, but now with data processing we can actually take the ball, make it go exactly into her hands. So for the viewer, it looks still believable, and it all makes sense.”

Related:He’s One of Us: NFL Quarterback is a Math Major at ODU

That is, if a fictional cartoon character from the longest-running scripted TV show in history catching passes from NFL hero Joe Burrow makes sense. But the broadcast puts a new spin on what can look like a giant rugby scrum to young viewers. And it also can amaze older viewers who can appreciate the difficulty of the technology that makes the show possible.

About the Author

Dan Carney

Senior Editor, Design News

Dan’s coverage of the auto industry over three decades has taken him to the racetracks, automotive engineering centers, vehicle simulators, wind tunnels, and crash-test labs of the world.

A member of the North American Car, Truck, and Utility of the Year jury, Dan also contributes car reviews to Popular Science magazine, serves on the International Engine of the Year jury, and has judged the collegiate Formula SAE competition.

Dan is a winner of the International Motor Press Association's Ken Purdy Award for automotive writing, as well as the National Motorsports Press Association's award for magazine writing and the Washington Automotive Press Association's Golden Quill award.

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He has held a Sports Car Club of America racing license since 1991, is an SCCA National race winner, two-time SCCA Runoffs competitor in Formula F, and an Old Dominion Region Driver of the Year award winner. Co-drove a Ford Focus 1.0-liter EcoBoost to 16 Federation Internationale de l’Automobile-accredited world speed records over distances from just under 1km to over 4,104km at the CERAM test circuit in Mortefontaine, France.

He was also a longtime contributor to the Society of Automotive Engineers' Automotive Engineering International magazine.

He specializes in analyzing technical developments, particularly in the areas of motorsports, efficiency, and safety.

He has been published in The New York Times, NBC News, Motor Trend, Popular Mechanics, The Washington Post, Hagerty, AutoTrader.com, Maxim, RaceCar Engineering, AutoWeek, Virginia Living, and others.

Dan has authored books on the Honda S2000 and Dodge Viper sports cars and contributed automotive content to the consumer finance book, Fight For Your Money.

He is a member and past president of the Washington Automotive Press Association and is a member of the Society of Automotive Engineers

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