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Guild Esports Launches The Guild Academy

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The Guild Academy is the most comprehensive and innovative in the industry, developing the esports stars of tomorrow

Guild Esports today announces the opening of the Guild Academy – the world’s most comprehensive and innovative esports online academy.

The online academy will welcome budding players aged 11+, and provide a range of resources designed to nurture their learning and life skills, as well as gaming abilities. The Guild Academy will provide all players of any ability individualised support and personalised challenges.

Academy members will be able to access detailed training programmes, designed to improve specific areas of play. They will also be able to test their skills in tournaments, and have gameplay performance analysed by Guild’s team of experts. 

For beginner and intermediate players, Guild will offer peer-to-peer coaching and advice, whereby players are able to record specific areas of gameplay which can then be reviewed by more experienced players and feedback and advice given.

Guild’s vision is to use its unique academy structure to find the next generation of talent within esports by scouting players showing the most potential. These players will be offered live player development, greater 1-2-1 support, and invitations to bootcamps to participate in local area network (LAN) tournaments. This is part of Guild Esports’ path to pro strategy – using its in-house talent scouts to recruit the next generation of players.

The Academy is launching first with Fortnite & Rocket League specific training, with more esports to follow in the next six months, including FIFA and Valorant. The Guild Academy online platform is the first step in creating an esports talent pipeline based on the traditional sporting model. 

The mission at the heart of the academy is to ensure all players leave having acquired new skills, both in gaming and life, regardless of whether they turn professional. Guild’s priority is to put the person first, the player second. The academy will take the personal development of each player beyond gaming – with its industry-leading team delivering masterclasses designed to both improve learning, and provide knowledge and skills to succeed in later life. 

Guild understands the importance of taking parents on the journey with their ambitious gamer children. As part of the online academy, there will be a dedicated Parents Centre, keeping them involved and informed about careers in esports. Robust policies will be in place to ensure a safe and friendly environment, and players will need the appropriate parental consent to join the academy, depending on local data protection laws. 

Outside of esport-specific coaching, The Guild Academy offers a holistic approach to player development where the focus will be on building good habits through better nutrition, work-life balance and much more. The first activation will be alongside Guild’s main partner, and official Academy partner, Subway. Working together to develop a fully integrated programme to the Guild Academy which will provide opportunities and education to the membership—ranging from from career opportunities to health and wellbeing leaning on Subway’s values of empowering people to make better choices.

New players will be able to sign up to a 30-day free trial – access to The Guild Academy will be £4.99, or local currency equivalent, per month after this period.

Carleton Curtis, Executive Chairman at Guild Esports, said: “Over the last year, people have recognised us for building some of the most talented rosters in esports. The Guild Academy represents our vision for the future. The academy will contain the most comprehensive training platform in esports, with individualised support and tailored training programmes provided to develop the esports stars of tomorrow. Ingrained in all aspects of the academy will be our culture of excellence, and our priority is nurturing aspiring gamers to develop in all areas of their life. We’re thrilled to launch, and help to push the industry forward.”

Joe Sutton, Director of Academy at Guild Esports added, “We’re very proud to have created such a special and unique academy. The level of training and development resources we have on offer to players of all abilities, is what sets the Guild Academy apart. We’ll be working to provide each player the tools to reach their gaming potential, whilst also setting them up with life skills for the future. This is just the beginning, and we’re excited for the future of the academy.”

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Berlin Gaming Industry

Tom Achsel Joins FACTORY-C to Spearhead “Home of Indies” Communications

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FACTORY-C, the Berlin-based communications powerhouse specializing in gaming and esports, has announced the appointment of Tom Achsel as Event Communications Manager. Achsel will join the “Home of Indies” team alongside project initiator Christiane Gehrke, focusing on the platform’s global expansion and upcoming presence at Gamescom 2026.

With over a decade of experience in the tech and gaming sectors, Achsel brings a massive professional network and deep operational expertise to the agency.

A Veteran of the Berlin Gaming Scene

Tom Achsel is a well-known figure in the German development community. His career highlights include:

  • Games Academy: Served as Head of Marketing & Events at one of Europe’s oldest game development institutions.

  • Games Ground Berlin: Co-founded and led communications for the Berlin Gaming Festival, curating impactful B2B programs and speaker lineups.

  • IGDA Berlin: Serves as Vice-Chairman, strengthening ties between local developers and the global gaming ecosystem.

Christiane Gehrke, Senior Event Communication & Sales Manager at Factory-C

“Tom knows the indie scene from multiple perspectives and has a sharp understanding of the needs of indie developers,” said Christiane Gehrke, Senior Event Communication & Sales Manager at FACTORY-C. “He brings everything needed to support the continued development of Home of Indies.”

Scaling the “Home of Indies” Platform

Since its debut in 2022, Home of Indies has grown into a central pillar of the Gamescom Indie Area. The platform provides a shared booth for independent developers, lowering the barrier to entry for international studios.

  • 2025 Growth: The booth expanded to 440 square meters, featuring over 50 games from a dozen countries.

  • New Features: The project recently added a dedicated Spotlight Stage, streaming booths, and professional networking areas via MeetToMatch.

As Event Communications Manager, Achsel will lead the outreach strategy for Gamescom 2026, ensuring that the creative diversity of the global indie scene receives maximum visibility among press, influencers, and players.

The post Tom Achsel Joins FACTORY-C to Spearhead “Home of Indies” Communications appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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BlueBottle

BlueBottle Launches “League Broadcast” SaaS for Streamlined Esports Production

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BlueBottle, the Munich-based esports technology innovator, has officially launched League Broadcast, its professional-grade production software, via a new Software-as-a-Service (SaaS) subscription model.

Announced on January 7, 2026, this B2C release moves the platform from selective partner deployments and its long-standing beta phase into a publicly accessible tool for leagues, tournament organizers, and individual content creators worldwide.

Professional Broadcast Tools for All Tiers

League Broadcast is designed to automate and elevate the visual storytelling of competitive gaming, specifically targeting the League of Legends ecosystem. The software bypasses traditional API limitations by using low-level game data collection to provide real-time, high-fidelity visualizations.

At launch, BlueBottle has introduced a tiered pricing structure to suit different operational scales:

Tier Status Key Features Target Audience
Free Available Core overlays, essential team/player data, basic game stats. Grassroots creators & amateur streamers.
Basic Available Commercial usage rights, customizable pre-game elements, professional draft tools. Semi-pro leagues & small event organizers.
Pro Coming Soon Advanced analytics, event-driven automation, premium production tools. Professional leagues & high-scale live operations.

Supported by Creative Europe Media

The transition to a scalable SaaS model was significantly bolstered by funding from Creative Europe Media, the European Union’s flagship program for the audiovisual and creative sectors. This backing allowed BlueBottle to invest in:

  • Enhanced Stability: Hardening the software for 24/7 live environments.

  • Improved Infrastructure: Faster development cycles and dedicated customer support.

  • Accessibility: Lowering the barrier for European creators to produce “broadcast-quality” content that competes with high-budget international productions.

“This launch represents more than a new pricing model — it’s the moment League Broadcast becomes accessible to the wider esports community,” said Lars Eble, CTO at BlueBottle. “We were able to invest in long-term product quality… ensuring that our B2C customers receive the same level of reliability previously reserved for large partners.”

Strengthening the European Esports Ecosystem

By providing affordable, automated tools for real-time data visualization—such as dynamic gold graphs, inhibitor timers, and 3D in-world branding—BlueBottle is positioning itself as a core infrastructure provider for the digital media age. The platform allows smaller organizations to monetize their formats more effectively through professional-looking sponsor placements and deeper viewer engagement.

The post BlueBottle Launches “League Broadcast” SaaS for Streamlined Esports Production appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Akshat Rathee

Indian Esports 2026: Strategic Growth and the Asian Games Milestone

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The Indian esports landscape is transitioning from a period of rapid “spectacle” growth to a phase defined by lasting institutional structure. Following the implementation of the Promotion and Regulation of Online Gaming Act (PROGA), 2026 is set to be the year where regulatory clarity, international competition, and domestic grassroots development converge.

 

The Impact of PROGA: Policy into Practice

The Promotion and Regulation of Online Gaming Act (PROGA), signed into law in August 2025, has officially moved from policy to practice. Its primary contribution to 2026 is the explicit separation of esports from money-based gaming.

  • Legitimacy: By categorizing esports as a legitimate competitive pursuit, PROGA has unlocked state-level adoption and cleared the way for schools and colleges to integrate gaming into their sports frameworks.

  • Commercial Confidence: With a clear regulatory environment, brands in sectors like FMCG, automotive, and BFSI are now viewing esports as a stable, long-term youth engagement platform rather than a risky experiment.

  • Athlete Pathways: PROGA facilitates the creation of standardized national registries for athletes, ensuring that competitive integrity is maintained across grassroots and professional tiers.

The Asian Games 2026: A Global Stage

The Asian Games 2026 in Aichi and Nagoya, Japan, serves as the most critical milestone for the ecosystem this year.

  • Medal Status: Esports will feature as a full medal event with 11 confirmed titles, including League of Legends, PUBG Mobile (Asian Games Version), and Pokémon UNITE.

  • Indian Prospects: India’s best historical result (quarter-finals in League of Legends at Hangzhou) has set a high bar. For 2026, the focus has shifted toward high-performance training camps and long-term athlete mentorship to secure a podium finish.

  • Multi-Sport Integration: Participation alongside traditional athletes reinforces the narrative that esports is a viable professional career, further encouraging government investment through schemes like Khelo India.

Market Evolution and Key Trends

The Indian gaming market is projected to reach approximately $5.02 billion in 2026, driven by a massive player base exceeding 500 million gamers.

Trend Impact in 2026
Mobile Dominance Over 95% of the market remains mobile-first, fueled by 5G expansion and affordable hardware.
Beyond BGMI 2026 is seeing a push to diversify the market into fighting games, sports simulations, and PC titles to avoid “one-title dependency.”
Monetization Shift Revenue is shifting from pure advertising toward battle passes, subscription models, and in-game progression.
Tier II & III Growth Most new user acquisition is coming from smaller cities, demanding more vernacular and localized content.

The post Indian Esports 2026: Strategic Growth and the Asian Games Milestone appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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