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​South Asian Rainbow 6 Siege: Bringing Together the Best Teams in the Region 

Rainbow 6 Siege is loved by its community, but less popular than other esports like Valorant and BGMI. Ubisoft and TEC organized the South Asia Nationals with an $11,000 prize pool, which was eagerly received by players in India, Pakistan, and Bangladesh. Teams fought for both the money and their pride in the game. The winner was HuntersLFO, beating out other strong contenders like Mercanariez and Kira Esports.

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​South Asia Nationals: Rainbow 6 Siege Community Competes for Prize Pool and Pride

The Esports Club recently organized their first RIOT VCT Offseason Valorant Esports Tournament, which was a major cross-regional competition between top teams from South Asia and Southeast Asia. The tournament offered an impressive prize pool of 30,000 USD, and attracted a high level of participation and viewership. Additionally, the tournament's sponsors and partners including LG Ultragear, Amazon India, Intel, Zotac Gaming, Crucial, Asus and LOCO, saw significant brand visibility and exposure due to the tournament's success.  

The tournament saw teams from different regions, including Bleed Esports, Fancy United Esports, Revenant Esports, and Velocity Gaming, competing fiercely to claim the top spot. The competition was intense, and the outcome was uncertain until the end. Ultimately, it was Fancy United Esports that emerged victorious, showcasing their determination and talent. Their victory not only secured their position as champions but also won them a large fan following who were impressed by their performance. 

Overall, the tournament was a major accomplishment for The Esports Club, and helped to promote the growth of esports in the region. The tournament's impressive prize pool, high level of participation and viewership, and strong brand exposure and visibility for its sponsors and partners all contributed to its success. 

Our Roles

Studio Design

Social Media

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Brand Deliverables

Content Curation

Tournament Administrations

Esports Broadcast

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Challenges

Server and Game Administration Regulations

As the online tournament brings together players from two different regions, there are concerns about player ping differences resulting from the location of servers across these regions. Since players will be competing from different locations and not from a common location like in a LAN tournament, the distance and ping to the game servers will inevitably vary. Consequently, some players or teams that are located nearer to the match server may have an unfair advantage over those who are located farther away. 

Another challenge is that it can be difficult to determine how to allocate servers fairly across multiple regions. Some players may feel that certain regions are favoured over others in terms of server placement, which can lead to resentment and accusations of bias. 

Brand Visibility

One of the biggest challenges with targeting the gaming audience is understanding their motivations and preferences. Gamers tend to be highly passionate and knowledgeable about their hobbies, and they can be very discerning when it comes to products and services that are marketed to them. As a result, tech brands may need to invest time and resources into understanding the gaming community and developing campaigns that speak to their specific interests and values. 

Another challenge is finding the right channels to reach the gaming audience. While traditional marketing methods, such as television and print advertising, may be effective in reaching a broad audience, they may not be the best way to reach gamers, who tend to spend more time on digital channels such as social media, gaming forums, and streaming platforms like Twitch

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Solutions

Game Server Veto

To address these challenges, tournament organizers may need to consider a range of solutions. One approach is to use dedicated servers that are optimized for low latency and can be located in a central location that is accessible to all players. Another approach is to use a server rotation system that ensures that all players have an opportunity to compete on servers with comparable ping rates. 

Ultimately, the goal is to create a level playing field for all players and to ensure that the outcome of the tournament is determined by skill and strategy rather than by geographic location or internet connection quality. 

The solution that was introduced however was, prior to the start of the match, teams will be given the opportunity to select the game server on which they will compete. The selection process will coincide with the map veto process and will be monitored by a game administrator to ensure that it is conducted fairly. The team that wins the toss will have the first choice in selecting the game server. 

KPI's

1M+

Total number of Views

500K+ Mins

Total Watch Time

170K

Social Media Impressions
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Brands who participated

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Gallery

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Event Reveal

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