Online Esports Events and Virtual Events

Our online production team is ready to support your company meeting, virtual ceremony, online tournament, and more.

The current norms of social distancing, working from home, and sheltering in place has changed the way we engage with others by requiring us to connect online. Mainline understands the value of bringing people together and has moved its entire production capabilities to function remotely so that our clients and communities can continue to launch engaging events virtually, during these unprecedented times.

Capabilities

  • Graphic design/live motion graphics
  • Observation (game dependent)
  • Broadcast to multiple locations
  • Clean/Program feeds
  • In-home webcams/mics mixing
  • Mix-Minus and syncing
  • Replays
  • Video Playback
  • Sponsorship-requirement fulfillment
  • Remote troubleshooting

Remote Production Services

Mainline uses professional software that utilizes high-quality, low-latency codecs for remote A/V, remote SRT live character generating, pulling remote presentations/game, and even replays. Mainline can also build out custom graphics, scenes, and overlays depending on your needs.

Our experienced production team is ready to help you plan, launch, and execute your next online event. Reach out to us today and we’ll be in touch within 24 hours.

Case Studies

Case Studies

PUBGOnline

PUBGOnline
  • June 2017 - Nov 2018
  • PlayerUnknown’s Battlegrounds
  • 62,000 registered players; 12,000 registered teams
  • Over 3 million views on Twitch; 74,000 Discord Members

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

Standoff 2019

Smash Standoff 2019
  • Aug. 30 – Sept. 1, 2019
  • Super Smash Bros. Ultimate
  • 300+ competitors
  • Over 650,000 views on YouTube

Standoff 2019 was Houston’s inaugural premier major Super Smash Bros. Ultimate LAN tournament, with pros gathered from all across North America.

#standoff2019 was SO much fun. I’ve been feeling burnt out from traveling but both the tournament and hanging out with the Texas scene were very refreshing. The venue was fantastic too, serving out food throughout the day. Thank you @remossb for the opportunity! See ya Texas!

@yetiyana, Smash Streamer

LIMG College

Big 12 Madden Summer Challenge 2020
  • Summer 2020
  • Madden, Smash Bros., NBA2K
  • All 10 Member Schools

Big 12 Conference, Learfield IMG College Unveil First-Ever Madden NFL 20 Esports Competition for 10 Member Schools

This is a great opportunity to engage in an emerging space on a Conference-wide level. This opportunity is a unique way to provide original content from within a competitive environment during these challenging times. We appreciate the collaborative efforts that have made this first-of-its-kind Big 12 Championship tournament possible.

Big 12 Commissioner Bob Bowlsby

ESPN Collegiate Esports Championship

ESPN's Collegiate Esports Championship
  • May 10-12, 2019
  • Overwatch, Hearthstone, Heroes of the Storm, StarCraft II, Street Fighter 5
  • 22 national universities
  • Over 50,000 attendees at Comicpalooza; 1.1 million Twitch viewers

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.