Pixellot appoints former Premier League director


Pixellot, provider of AI-powered sports production and analytics solutions, has announced the appointment of Brian Phillpotts as vice president of business development for sport governing bodies. Since 2005, Phillpotts has consulted rights holders, media companies, sports tech businesses, brands, and sports clubs globally.

Career to date

Phillpotts has spent four years with Pixellot as a consultant developing global partnerships with federations, data companies, and broadcasters. He will be responsible for growing new business models and opportunities with media companies, sport’s governing bodies, and brands worldwide.

He previously served as commercial director at the Premier League, where he was responsible for sponsorship, licensing, broadcasting, digital media, marketing, and international development. Phillpotts also headed up the global sales strategy for the new data products as a director of Football DataCo Limited.

Formerly, he was commercial director at The Football League, and before that Newcastle United as the director of branded products.

Pixellot CEO Alon Werber commented, “Brian is a highly respected figure in the sports industry, and we are delighted to welcome him to our team.” Werber added, “His experience and expertise will be invaluable as we continue to expand our global reach and work with more sport’s governing bodies to revolutionize the way they capture, manage, and distribute video content.”

Business development

Founded in 2013, Pixellot is the world’s largest producer of live sports content, with a focus on automated sports production solutions. Its platform automates live sports capture, distribution, analysis, and monetization. In 2019 Pixellot acquired VidSwap, a sports analytics platform serving thousands of teams.

“I am thrilled to expand my role at Pixellot and take on new responsibilities as the company continues to grow rapidly and transform the world of sports media and data. I am excited to continue my work with governing bodies, leagues, and federations to commercialize those rights, which until the onset of the AI revolution were unused as most games and competitions were not produced and live streamed due to the cost and complexity of production,” said Phillpotts.

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