Esports Events and Tournaments
Global Events for a Virtual World
Mainline partners with organizations across the globe to plan, set up, and execute successful esports events in both physical and virtual environments. We manage the process from start to finish, ensuring our clients see high engagement and increased brand awareness.
Our experienced production team is ready to help you plan, launch, and execute your next event. Reach out to us today and we’ll be in touch within 24 hours.
Clutch Gaming Academy Weekly Games
Riot Games allowed their League of Legends Academy teams to run their own streams. In turn, Mainline worked with Clutch Gaming’s Academy team to product high-quality weekly streams for their matches. Classed by Riot as an “A-tier” stream.
Mainline is the premier esports event group in the Houston area. In a sea of bad actors popping up, Mainline maintains the combination of pure passion for esports and high-level professionalism you would want to succeed in our space.Sebastian Park, Vice President of Esports, Clutch Gaming/Houston Rockets
PAX South: Main Stage 2020
Staff from Mainline was contracted by PAX South to help with stage administration, talent wrangling, general troubleshooting, and LAN-to-Stage issues.
Throughout its existence, PUBGOnline was the first and largest competitive pro league for PlayerUnknown’s Battlegrounds (PUBG). It featured a multi-tiered competitive landscape allowing beginners, amateurs, and professionals to participate in weekly matches across multiple regions, embracing a path-to-pro ethos.
As a tournament organizer and broadcast partner, Mainline has exampled punctuality, integrity, and fairness throughout each of their hosted events and communities. I’ve also been impressed by their ability to adapt and succeed while the esports space has changed aggressively in the past two years.Danan Flander, General Manager of the Golden Guardians
ESPN Collegiate Esports Championship
In collaboration with ESPN, Mainline hosted the inaugural ESPN Collegiate Esports Championship running matches across multiple game titles. Over five months, more than 800 teams from hundreds of schools competed to qualify for the LAN event at Comicpalooza.
In the end, the weekend appears to have been a success for both collegiate esports and ESPN. With an extremely successful first broadcast, the company staked its unquestioned leadership in a promising industry still in its infancy.Carlos Brandon, Houston Press
The Bottom Line:
We want to help you
Absolutely no pressure. No hard sell. Let's get together and see if we can help you grow your esports programs and tournaments.