🏆 WOW, what an incredible weekend in Korea celebrating FANS—our favorite thing to do! Riot Games entrusted us with the mission to create a legendary experience for all the amazing fans coming to watch the #VALORANTChampions live, and we made sure it was unforgettable. 🏆 Not only did we pull out ALL the stops with concerts, performances, thrilling games, contests, fantastic giveaways, and some WILD builds, but we were also honored to be part of the highly anticipated agent reveal for Vyse to a special group of global influencers. It was a moment that had everyone buzzing with excitement, setting the stage for an epic weekend. The action didn’t stop there! We also hosted exhilarating show matches, giving fans a front-row seat to some of the most intense and entertaining Valorant gameplay they’ve ever seen. Fans even had the chance to meet and greet with some of their favorite players and talent, wishing them good luck before they stepped into the competition. It was a weekend filled with excitement, energy, and pure joy. We couldn’t have done it alone. A massive thank you to George P. Johnson - Korea for being our phenomenal partner in bringing this vision to life. And, of course, a heartfelt thanks to Riot Games for trusting us with this epic event. We are beyond proud to have played a part in making these moments magical for the fans and the entire Valorant community. Here’s to many more legendary experiences!
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Expert Marketing Professional and Business Manager | Ex-Google Product Specialist | Harvard Disruptive Strategy Certificate
(Personal POV from Latam) The Value of Regional Publishing at Riot Games We understand that successful gaming communities are built on more than global reach. To truly connect with players around the world, including those in Latin America, it's crucial to have a strong foundation of regional publishing. Managing our communication channels locally ensures that we're not just translating content, but also adapting it to the unique cultures, languages, and preferences of each region. By embracing regional language and interaction styles, we can make our games and our community feel more relevant, authentic, and welcoming to local players and fans. But regional publishing goes beyond just cultural adaptation. It also involves building relationships with influencers, creators, and community leaders in the region. These local connections help us stay in touch with the pulse of the gaming community, understand their needs, and create content that resonates with them. We are committed to investing in regional publishing as a key part of our strategy to build strong, vibrant, and inclusive gaming communities around the world. We believe that by focusing on the unique needs and preferences of each region, we can create more meaningful and engaging experiences for our players. Join us in celebrating the value of regional publishing at Riot Games, and let's continue to work together to build thriving gaming communities in every corner of the globe. #RegionalPublishing #GamingCommunity #RiotGames
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LVL is back! And we started with one of the coolest showcases in quite some time: the first Valorant Console Creator Cup powered by Mastercard was a get together of 20 of Germany's greatest gaming influencers - among them Amar, Rohat, AbuGoku, Breitenberg (Burak Türkyilmaz), SidneyEweka, Chefstrobel, Mahluna, StarletNova and many more (if you don't know who these people are, go and ask your kids 😎 ). The concept: 4 teams of 5 gaming influencers play their first tournament in Valorant's Beta on console. Valorant is Riot's FPS game and has been among the most popular games at LVL since its launch on PC in 2020 - so popular in fact that we established a monthly tournament for the local community over the past year. Now that the game is set to launch on console, it was quite the spectacle to see how some of the most well-known creators in the German Valorant community handle themselves with a Controller instead of Keyboard and Mouse... and with fun jokers interrupting their gameplay with new challenges. The result was pure entertainment broadcasted for almost 9 hours on 20 Twitch channels simultaneously, generating millions of views. What a way to relaunch LVL! Pulling this event off in such a short time-span with a much smaller team, led by the amazing Sina Turgut, felt truly rewarding. A big thank you to the great crew at MediaTotal GmbH who made this event a reality and to Mastercard and Riot Games (Adrián Padín Suárez, Kristin Banse) for making this an unforgettable night. It feels good to be back! 📸 : spyders #gaming #esports #gamesindustry #sponsoring
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Dead3ye Esports is excited to announce that we are looking for talented female streamers and content creators to join our team!! We welcome all types of creators, whether you’re just starting out or already have an established fanbase, anyone is eligible to apply!! If you’re passionate about gaming and content creation, we want to hear from you! Please fill up the form in the Comments section. We can’t wait to see what you can do!" Application Link is in the comments section #Aorus #Teamupfighton #D3fyAllOdds
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🎶 Founder, SWAY - Music & Culture | x-Riot Games, x-Sony Music | 💪 Helping the overweight get fit & guiding new entrepreneurs
Are we overlooking the real headliners? Behind the scenes at Riot Games during the 2023 World Championships, something unexpected caught my attention. The headliner was Sony Music Entertainment's Lil Nas X, while Jackson Wang was the supporting act. But when you dig into their Instagram followings, Jackson Wang has a whopping 32.6 million followers compared to Lil Nas X’s 10.6 million. Jackson has cross-continental appeal, so why wasn’t he the main act? The same scenario played out at the VALORANT VCT Championships. APG's Odetari, with 639k followers, performed at the FINALS in Seoul, while Avex Inc.'s XG, who has 2.7 million followers, was only featured at the Masters in Seoul. Yet, XG’s dance video for “Undefeated” has already racked up 4.4 million views. What’s going on here? And what about gamescom? The gaming industry is poised to grow beyond $200 billion, with half of that coming from mobile. So why were there hardly any key mobile titles in Hall 6? These examples are just a glimpse into the entertainment publishing decisions within a video game company. Could this be just the tip of the iceberg? Could gaming companies be missing critical opportunities in high-performing markets or formats simply because they’re too focused on protecting their core business? Here are three key takeaways: 1. Numbers don't lie. Audience size and engagement should dictate headliner status, not just market assumptions. 2. Global appeal matters. Cross-continental influence can elevate the impact of an event. 3. Don't ignore emerging markets. Missing out on booming sectors like mobile gaming could be a costly oversight. What do you think? Are companies underestimating the power of certain markets or artists? Drop your thoughts below—I'd love to hear your perspective.
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🎮 Did you know that Ireland is fast becoming the go-to destination for esports in Europe? With major tech companies setting up shop and a vibrant local gaming scene, the future looks bright for Irish esports! 🌍 🚀Article Key Highlights: 🏢 Major multinationals like Meta, Google, and top gaming companies including EA and Riot Games have established their European headquarters in Ireland. 🎮 Home to renowned game development studios like Digit Games Studio and Romero Games. 📈 The Irish video game market is projected to reach $314.70 million by 2024. 🌟 Local esports talents and events are making waves internationally. 💡 How do you feel can Ireland leverage this growth in esports to boost its economy further? What opportunities does this present for businesses and professionals in the industry? #Esports #GamingIndustry #TechInnovation #IrelandBusiness #DigitalEconomy Meta Google EA Electronic Arts Riot Games
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Communications | Thought Leadership | Global Events | PR | Storytelling | Content | Marketing | Digital-Social Media
On Thursday, we shared with our community that Riot Games' first global tournament of the 2024 #esports season, the VALORANT Masters Madrid in March, reached a record-setting peak audience of 3.1 million and an Average Minute Audience (AMA) for the Final of 2.4 million. Our President of Esports, John Needham, recently spoke with Spain's Expansión (a daily newspaper among economic journals with a 58% market share and 22.2 million monthly online visitors) about Riot Games' objectives, his career path, and other topics. Some highlights from the interview: * "Esports is a very efficient way to reach millennials, Generation Z, and Generation Alpha. This audience is valuable and difficult to reach through traditional communication channels. These generations spend hours watching streamers. Therefore, our events and broadcasts reach these audiences," he specifies. Moreover, major multinationals have already focused on this industry. "Mastercard, Mercedes-Benz AG, Amazon Web Services (AWS), HP, and other premium partners have teamed up with Riot Games because of the potential of this sector," adds Needham. * For Needham, "the most important leadership principles are honesty and integrity, protecting your team when bad things happen, optimism, an inspiring vision, and fostering a culture of creative risk-taking." His [leadership] team, he says, "has remained the same for the past seven years—despite ups and downs—so I believe these principles are solid." * His staff's motivation comes "from serving the players, seeing their reaction to our broadcasts and events, and being in stadiums filled with them cheering." Likewise, successful performance is achieved "by setting simple and clear goals." * The American executive began his career when the industry was "relatively niche." His early steps among the pixels took place at Sony Online Entertainment in early 2001 when a video game titled Everquest had just 250,000 subscribers. "When Everquest reached 500,000 players, it was unprecedented. It's incredible and humbling to contrast those figures with those of League of Legends, which has had over 650 million players worldwide and whose professional competition reaches more than 150 million viewers... it makes me very proud," emphasizes the executive now responsible for directing all international events of the company's titles. Link to Spanish article (behind paywall): https://lnkd.in/gmEs2x6M If you want to check out yesterday's announcement (including plans for our upcoming VALORANT Masters Shanghai, where I'll be in a couple of weeks), go: https://lnkd.in/gmitjMYR
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Riot’s VALORANT has quickly become the dominant force in the esports world. It recently won “Esports Game of the Year” for the third time in a row, and VCT is now one of the most-watched Esports tournaments around the globe. So how do you strike while the iron is hot and cement your position as the biggest esports tournament in the world not just today, but for years to come? How do you express your brand to multiple audiences around the world cohesively, interconnectedly, but in a way that speaks specifically to each region? With our friends at Worship we architected a unified brand ecosystem for VCT that allows for better modularity and clarity while optimizing the design language for future additions to this expanding ecosystem. The new VCT design system is a robust, and future-ready toolkit that can match the game’s global expansion and fan fervor. 1700+ unique assets. 10 sub-brands. Full 360 refresh. We reimagined everything, from the core broadcast design language and logo system to key artworks, creating dynamic social, motion and marketing toolkits that can scale at the pace of this esports juggernaut. Deep dive into this work here: https://lnkd.in/gK97iGKD #motiondesign #tendril #rebrand #identity #brandidentity
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➡️Through this post I would like to highlight something and comment on a subject that I see many South American players and developers, especially Brazilians, who usually complain about the lack of a roblox server in Brazil🇧🇷. 🏛️I have the necessary structure to do this, we have rooms in Faria Lima São Paulo, where we can have a company office. 🙋♂️In terms of bureaucracy, we have contacts with politicians who can collaborate and help us with the bureaucratic part. The only thing left is networking, getting to the right person from roblox who will make this wish a reality. If you are seeing this post, have this contact or are an expert in networking and connections, talk to me.
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Creator led watchalongs will continue to gain momentum It's interesting to see the Esports World Cup open up co-streaming rights for creators. This means creators can host a watch party with commentary where they’re broadcasting the official feed of the EWC on their channel. BUT there is a catch. It's non-commercial rights only. So creators can't integrate any sponsor segments into their stream, including stream overlays, shoutouts or product placements. I love that we’re on the brink of deeper experimentation in how sports are consumed, extending reach to more demographics. A movement we call ‘Decentralised Streaming’. But I think for this to truly work rights-holders need to find workarounds to value the reach and engagement creators bring (i.e by allowing them to monetise), whilst not upsetting fee paying broadcasters. H/T to Mohammed Sayeed Khan for highlighting this in the Sports Pundit chat.
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The Financial Times recently unpacked how young people’s interest in watching sporting events is waning, threatening a business model built on broadcasting rights. According to recent data, one key driving factor is the desire for more personalised and interactive experiences. That’s why the gaming industry is actively reshaping sports engagement, particularly among Gen Z 📰 Several sports leagues and brands have seized this opportunity by entering the gaming market, in order to sustain their influence and foster community engagement around sports fandom with a new audience. 🥅 Read all about this evolving landscape of sports engagement here👇 https://lnkd.in/dPgPgP9Z #InteractiveGaming #SportsEngagement #GenZ
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