ESL Gaming’s Official Content Hub focused on B2B information.

How ESL Gaming Transformed Gameloft’s Mobile Game into an Esports Title

Esports has a long and successful history of producing online leagues and tournaments. In fact, it was — alongside LAN events — the very heart of esports for many years. More recently, we have seen esports competitions sell out stadiums all over the world. While the online elements remained important, they also remained less visible. However, times change. As the world was struck by the Covid-19 global pandemic in early 2020, events everywhere were forced to shutter. With our strong, online history, both esports and ESL Gaming were poised to quickly adapt to this new reality by transitioning to an engaging online environment, while simultaneously working on innovations to bring part of the arena experience to audiences around the world in a safe way. Enter remote productions.

Article: What’s your story?

ESL Gaming is a big organization with operations and offices worldwide. Yet, we all tend to work together at one point or another, resulting in many cultures coming together to create a world where everybody can be somebody. To do this, we employ people from all walks of life, with different backgrounds and experiences, and in a wide variety of professions. Today we're meeting four of our employees who all have their own stories.

DreamHack Set to Return with Free Virtual Festival and Online Multiplayer Game Hybrid This Summer

Is mobile the future of esports? We at ESL Gaming think so, which is why we’re now announcing the new ESL Mobile ecosystem for which we have partnered with top game publishers and developers such as Supercell, Gameloft, Tencent and Riot. The ecosystem is designed for players of all skill levels, providing people in over 80 countries an opportunity to earn a spot on the biggest stages in esports.

Say hello to the new ESL Mobile esports ecosystem

Is mobile the future of esports? We at ESL Gaming think so, which is why we’re now announcing the new ESL Mobile ecosystem for which we have partnered with top game publishers and developers such as Supercell, Gameloft, Tencent and Riot. The ecosystem is designed for players of all skill levels, providing people in over 80 countries an opportunity to earn a spot on the biggest stages in esports.

Read more about the article How Remote Productions Boosted  the ESL Gaming Experience
A glimpse of a remote production at the Monster Energy DreamHack Studios in Stockholm, Sweden.

How Remote Productions Boosted the ESL Gaming Experience

Esports has a long and successful history of producing online leagues and tournaments. In fact, it was — alongside LAN events — the very heart of esports for many years. More recently, we have seen esports competitions sell out stadiums all over the world. While the online elements remained important, they also remained less visible. However, times change. As the world was struck by the Covid-19 global pandemic in early 2020, events everywhere were forced to shutter. With our strong, online history, both esports and ESL Gaming were poised to quickly adapt to this new reality by transitioning to an engaging online environment, while simultaneously working on innovations to bring part of the arena experience to audiences around the world in a safe way. Enter remote productions.

IEM Katowice 2021: Triumphant Victors

Intel® Extreme Masters Katowice Finals 2021 (IEM Katowice) is, in every sense, a very special event as it’s the final tournament of the ESL Pro Tour 2020/21 Circuit. Not only is it considered one of the most important esports events of the year, it is also one with a strong legacy — the event was established in 2013 as the first ESL event held at a professional entertainment/sporting stadium, including when Counter-Strike: Global Offensive (CS:GO) made its debut in 2014 with the EMS One Katowice CSGO Major.

2021: Full Speed Ahead

As we close the first month of the new year, it’s time to look at what the rest of 2021 will bring from ESL Gaming. As we all continue wading into this new reality, we will all, together, also continue to tackle challenges while finding creative ways to serve our fans and community — whether in person, online, or both.

Read more about the article 2020: Looking Back, Moving Forward
Part of the BYOC area at DreamHack Anaheim in February, 2020.

2020: Looking Back, Moving Forward

As we close out 2020, consider putting aside the laptop to take part in the festivities of the holiday season. While our holiday experiences may be different this year, just as most of 2020, one thing remains consistent — our commitment to our gaming community and fans.

The Best Is Yet to Come

This month, we proudly celebrated 20 years of ESL Gaming. When it all began, the year was 2000, which marked the beginning of the new millennium with headlines circling about the first-ever resident crew on the International Space Station, the dreaded Y2K bug, the bursting of the dot.com bubble, the Sydney Summer Olympics, and more.

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