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1

INDICE
TES true eSport..............................................................................................................................p.03
Our Organization...........................................................................................................................p.05
Mission...........................................................................................................................................p.06
Values.............................................................................................................................................p.07
A Multicultural Team.....................................................................................................................p.09
Internet And Social........................................................................................................................p.10
What is esport................................................................................................................................p.11
Starcraft II.......................................................................................................................................p.16
Starcraft II-Team............................................................................................................................p.20
Team Achievements......................................................................................................................p.22
Individual Achievements...............................................................................................................p.23
League of Legends.......................................................................................................................p.24
League of Legends-Team..............................................................................................................p.28
Dota2..............................................................................................................................................p.30
Dota 2-Team...................................................................................................................................p.34
Our Supporters..............................................................................................................................p.36
Contacts..........................................................................................................................................p.37
2

True e-sport (TeS) is an amateur sports association


recognised by CONI (Italian National Olympic Committee),
born with the goal to participate in national and
international competitions in electronic sport field.
Founded in June 2014 as Team Extreme Supremacy on
Starcraft II, we have shortly grown, founding the sport
association True e-Sport and becoming a multigaming,
after the birth of the Dota 2 team and the League of
Legends team. Such a rapid growth has been possible
because of the work of many e-sport passionate people
and of the sponsors who, recognising our commitment,
have decided to support us.
Our goal is to continue our growth in order to compete in
more and more high level competitions and help e-sports
growth in Italy and abroad.
In order to achieve our goals we are looking for new
sponsors able to helps us out. This Brochure has the goal
to explain who we are and what we do.

OUR ORGANIZATION
OWNER

Omar Horus Mandouh


MANAGER

MARKETING

Andrea Bigbogia Spreafico


Stefano Apok Solimito

Michele Mikelino
Florenzi

ADMIN & CAPTAIN

MANAGER

ADMIN & CAPTAIN

Nunzio HawkEyes
Soviero

Andrea Bigbogia
Spreafico

Andrea Bonny
Bonifazio

DOTA 2 TEAM

LOL TEAM

CAPTAIN

ADMIN

ADMIN

Aleksandar
Beastyqt Kristic

Marco DrGilbert
Radaelli

Simone Fuffy
Gatto
CAPTAIN

Massimo
Monscream Girardi
SCII TEAM 1

SCII TEAM 2

The passion for competition and for esports


are the elements that pushed us towards the
creation of the team. The awareness of being
able to count on passionate and reliable
people is making the dream come true.
Commitment and determination are
the characteristics which make TeS
members special.
Omar Horus Mandouh
OWNER

SCII TEAM 3

MISSION

Our aim is to become one of the best e-Sports


multigaming. We focus our resources to support our
players and to promote e-sport in Italy and Europe. We
pay particular attention in training our players setting up
the training&development system which enables us to
improve talents and their skills. We act on the conviction
that the players of Team Extreme Supremacy will always
be our most important asset.

VALUES
Pride

Ingtegrity

Fun

Passion

Challenge

VALUES
Pride

Passion

Integrity

Challenge

Fun

We are proud of
what we do and who
we are. We all have
a strong sense of
belonging. We are
proud of our Team,
our teammates and
our achievements.

We are determined
to be the best. We
dont just aim high,
we strive for outperformance in order
to achieve the best
results. We have a
strong desire to improve and to win never giving up, despite
obstacles.

We always try to do
the right thing respecting rules. We
respect our teammates, opponents,
sponsors, and treat
them as we want to
be treated.

We create an environment
where
players can improve
skills in order to reach outstanding performances and grow
as players and people.

Supremacy is fun.
Fun is the key factor within our team
environment. A fun
environment makes
players contribute to
their fullest potential.

a multicultural team
Our players are from:

Italy

German

Sweden

United
Kingdom

Romania

Poland

Serbia

Egypt

Canada

Russia

The desire to compete at international level made us open


the doors to players from all over the world. Now more
than one hundred, professional and amateurs, players,
coming from ten different countries, belong to the team.
We take part in Lan events organized in several countries.

INTERNET AND SOCIALS


The team has a Facebook and a Twitter account and an
internet website daily updated. To show our matches and
to let our fans follow us we have a Twitch channel where
we livestream our players and teams during tournaments.

To achieve the aim of promoting e-Sport we have been the


main sponsor of important Starcraft II team leagues such
as SC2Improve Team League S4 and Russian Starcraft 2
Team League season 7 and 8.

teamextremesupremacy.com

TES_eSport

teamextremesupremacy.com

Team Extreme Supremacy

testv_eng
facebook
10

WHAT IS ESPORT
Electronic sport (also known as eSports or competitive
gaming) is a term for organized multiplayer video game
competitions. The most common video game genres
associated with electronic sports are real-time strategy,
fighting, first-person shooter, and multiplayer online battle
arena. Tournaments such as the League of Legends World
Championship, The International Dota 2 Championships,
the Battle.net World Championship Series, the Evolution
Championship Series, and the Intel Extreme Masters
provide both live broadcasts of the competition, and cash
prizes to competitors. Although e-sports have long been
a part of video game culture, competitions have seen a
large surge in popularity from the late 2000s and early
2010s. While competitions around 2000 were largely
between amateurs, the proliferation of professional
competitions and growing viewership now supports a
significant number of professional players and teams,
and many video game developers now build features into
their games designed to facilitate such competition. The
increasing availability of online video streaming platforms,
particularly Twitch.tv, has become central to current
eSports competitions. In 2014, sports broadcaster ESPN
broadcast thE International 4 pre-show for the finals,
marking the first time an eSports event had been
simultaneously broadcast on a mainstream channel.
en.wikipedia.org
11

In 2012, the most popular titles featured in professional


competition were real time strategy and multiplayer
online battle arena games Dota 2, League of Legends, and
StarCraft II. Shooting games like Counter Strike and Call of
Duty have enjoyed some success as eSports.

12

GLOBAL NUMBER OF
ESPORTS ENTHUSIASTS

58

2012

89

2014

million

million

145
million

2017

There are 205 million people globally that watch esports.


These viewers can be divided into 4 distinct categories
with occasional viewers as the largest group 117 million
people. There are 56 million frequent viewers and 20
million that also play esports sometimes. There are a total
of 13 million active esports participants across the globe.
In the coming years, a rise in the awareness of esports
will fuel growth in the number of viewers across these
categories.

Regular viewers/
Partecipants

Occasional viewers/
Partecipants

Regular viewers

Occasional viewers

Watches & regularly


participates in (amateur)
championships

Watches & regularly


participates in (amateur)
championships

Regularly watches
professional and amateur
competitive gaming

Occasionally watches
professional and amateur
competitive gaming

13M 19M

56M

117M

Report: Global of Esports Trends, Audience and


Revenues Towards 2017

www. newzoo.com/esportsreport

Esports Enthusiasts

Occasional Viewers
13

ESPORTS AUDIENCE GROWTH (MILION)


For 2012, 2014 and 2017
OCCASIONAL VIEWERS

GAME PUBLISHER INVESTMENT,


SPONSORSHIPS, ONLINE
ADVERRTISING MERCHANDISE,
LICENSING, TICKETS

FREQUENT VIEWERS/ENTHUSIASTS

190

2012-2017

CAGR: +20%

milions

58

89

milion

milion

2012

million

milion

milion

76

465

145

117

million

ESPORTS REVENUE GROWTH (MILION)


For 2012, 2014 and 2017

76

million

2012

2014

million

2014

2017

194

2017

Report: Global of Esports Trends, Audience and


Revenues Towards 2017

www. newzoo.com/esportsreport
14

The esports enthusiast is extremely valuable for big


brands, digital media providers & headset manufacturers
alike. Participants & viewers are more likely than the
total population to have a Netflix or Spotify subscription,
to have a high income, a full-time job and to shop more
frequently. This target group is also much more likely than
other gamers to spend big on the latest hardware devices
including gaming peripherals.
Free Report Preview The Global Growth of Esports newzoo.
com

15

STARCRAFT II
StarCraft II is a military science fiction real-time strategy
video game developed and released by Blizzard
Entertainment. A sequel to the award-winning 1998 video
game Starcraft and its expansion set Brood war, the game
was released worldwide on July 27, 2010. It is split into
three installments: the base game with the subtitle Wings
of Liberty, an expansion pack Heart of the Swarm, as well
as an upcoming stand alone expansion pack Legacy of
the Void. At the time of its release, StarCraft II became
the fastest selling real-time strategy game of all time,
with over three million copies sold worldwide in the first
month.
The game revolves around three species: the Terrans,
human exiles from Earth; the Zerg, a super-species of
assimilated life forms; and the Protoss, a technologically
advanced species with vast mental powers.
Since its launch, StarCraft II has become asuccessful
e-Sport with many leagues of ongoingtournaments.
Developer:
Publisher:
Platforms:
Release date:

Blizzard Entertainment
Blizzard Entertainment
Microsoft Windows, OS X
July 27, 2010

16

A screenshot of Starcraft II - Heart of the Swarm

17

The most important Starcraft II tournament is The


StarCraft II World Championship Series which is a threeseason event with matches broadcasted in local primetime
from each region. The WCS Leagues feature a total $1.6
million prize pool in 2015.
Others notable tournaments are:




Intel Extreme Masters(IEM) prize pool: 120.000 $


DreamHack Open prize pool: 25.000 $
Starleague
Red Bull Battlegrounds
Homestory Cup

18

Starcraft II - Live Event

19

STARCRAFT II TEAM

Our association founds its roots in Stracraft II presenting


itself as a competitive team named Team Extreme
Supremacy. Over time the team has grown acquiring
members and taking part in an increasing number of
competitions. Our team is now divided into 3 teams and
competes in single player tournaments and team leagues
such as SC2 Improve Team League and Russian Starcraft2
Team League. We are more determined than ever to
invest in SC2 in order to achieve ever more difficult goals.

20

FROM

ID

PLAYER

Beastyqt

Aleksandar Krsti

Believe

John Lagousakos

CoolTea

Denis Markow

DaNa

Radoslaw Danowski

Elazer

Mikolaj Ogonowski

Fraer

Igor Turchin

Guru

Szymon Niecig

RACE

I decided to join TeS because, after a long period of inactivity, they gave me a second
chance. Just when I was far from my best form they decided to support me. Since I have
become a player for TeS, thanks to the teams help, I have greatly improved my skills. My
goal is to go as far as I can in the premier league
Aleksandar Beastyqt Krsti
Starcraft II Captain

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TEAM ACHIEVEMENTS

2015

ICC9

2014

Italian Clan
Championship 9

1st Place

Russian Starcraft
Team League 7

4th Place

Psy Esport League


season 1

2nd Place

Russian Starcraft
Team League 6

4th Place

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INDIVIDUAL ACHIEVEMENTS
Main events 2015

Open events 2015

Elazer achieved the Premier League


stage at WCS 2015 Season 2

Beastyqt achieved the Challenger


stage at WCS 2015 Season 1 and 2

Earnings: 5000$
Twitch viewers: 25.000

Earnings: 2000$ + 2000$


Twitch viewers: 10.000

TES-Team2 expedition at DreamHack France - Tours





Diord: 49-64th
Mark: 49-64th
Ruinblaster: 65-80th
Venividivins; 49-64th

Online events
Cooltea won cup 450
Miszu cup 465
Beastyqt cup 471

23

LEAGUE OF LEGENDS
League of Legends (LoL) is a multiplayer online battle arena
video game developed and published by Riot Games. It is a
free-to-play game that is supported by micro-transactions
and inspired by the mod Defense of the Ancients for the
video game Warcraft III: The Frozen Throne.
League of Legends was generally well received at release,
and it has grown in popularity in the years since.
In January 2014, the game had 27 million active daily
players, 7.5 million concurrent players at peak times, and
67 million active monthly players.

Developer: Riot Games


Publisher: Riot Games, Tencent Holdings
Limited, Garena
Platforms: Microsoft Windows, OS X
Release date: October 27, 2009

24

IMM
LOL

A screenshot of League of Legends

25

League of Legends has a large, active competitive scene.


In North America and Europe, Riot Games organizes the
League of Legends Championship Series, which consists of
10 professional teams in each continent. Similar regional
competitions exist in China, South Korea, Taiwan, and
Southeast Asia. These regional competitions culminate
with the annual League of Legends World Championship,
which in 2013 had a grand prize of $1 million and attracted
32 million viewers online.
The 2014 tournament had the fifth largest prize pool in
e-sports history, sitting at 2.3 million dollars. During the
final showdown between Samsung White and Royal Club,
the peak concurrent viewers (the highest number of fans
watching at once) was 11.2 million - a climb from 8.7
million in 2013. Overall total unique viewer count for the
finals came in at 27 million, from 32 million in 2013.

26

League of Legends - Live Event

27

LEAGUE OF LEGENDS TEAM

In order to become a multigaming association, we decided


to invest in the creation of a League of Legends team which
aspires to become one of the best in the world. The task
of creating such an ambitious team was given to Andrea
Bonny Bonifazio who accepted this challenge managing
the entire team from its creation.

28

FROM

TBD

ID

PLAYER

ROLE

Bonny

Andrea Bonifazio

Marksman

Vanez

Edoardo Cassai

Top Laner

Baxauer

Djordje Lapcevic

Mid Laner

Qu4ntumMelia

Jasper Thijsseni

Jungler

TBD

TBD

TBD

I have gladly accepted the proposal that TeS made me, to become part of their association
and to have a leading role in the creation process of the LoL team. While doing this, I could
count on a well organized and efficient organization. Our first goal is to reach the European
Challenger Series and partecipate to as many major tournaments as possible with one goal
in mind: to win. However, we dont set ourselves limits, always looking for progressively harder
and harder challanges, without fearing anyone, sure that, with commitment, we can achieve
anything.
Andrea Bonny Bonifazio
League of legends Captain
29

DOTA 2
Dota 2 is a multiplayer online battle arena video game, the
stand-alone sequel to the Defense of the Ancients (DotA)
Warcraft III: Reign of Chaos and Warcraft III: The Frozen
Throne mod. The game is available exclusively through
Valves content-delivery platform, Steam.
As of June 2014, Dota 2 has become the most actively
played game on Steam, with daily peaks of over 800,000
concurrent players. In February 2015, Dota 2 became the
first game on Steam to have over one million concurrent
players.

Developer: Valve Corporation


Publisher: Valve Corporation
Platforms: Microsoft Windows, OS X,
Linux
Release date: July 18, 2013

30

A screenshot of Dota 2

31

The most important tournament is The International


hosted by Valve Corporation, in which sixteen teams are
personally invited to compete. The tournament began as
the debut of Dota 2 in August 2011 at Gamescom, with
a total prize pot of $1.6 million and a grand prize of one
million dollars. The International 2014 was the fourth
annual iteration of The International and due to the funds
raised by interactive compendium sales, the overall prize
pool was elevated to over $10.9 million, the largest in the
history of electronic sports.

32

IMM
CHAMPIONSHIP

Dota 2 - Live Event

33

DOTA 2 TEAM

The team, which was created on the fourth of march 2015,


has the goal of being the strongestteam in the Italian
regional scene, while improving and, later on, starting to
compete in the European scene.

34

FROM

ID

PLAYER

ROLE

HawkEyes

Nunzio Soviero

Support

CilaH-

Romeo Mazzoleni

Carry

Focus

Lorenzo Casini

Offlane

Toretan

Edoardo Brignola

Support

Xonnorel

Patrizio Lucentini

Mid

The reason that brought me and my team towards the decision of joining TeS was their
desire of increasing the range of games, after achieving such notable results on Starcraft
2. Despite being part of the association only since march, we already feel we are part of
the group, thanks to the management that is very close to the playersand their needs
Reliability and competency are the characteristics which, above all, have impressed us,
because in these values we see ourselves. Our goal is to bring TeS into the European
competitive scene of DotA 2.
Nunzio HawkEyes Soviero
DOTA 2 Captain

35

OUR SUPPORTERS
TES official Facebook page

4,169 Likes

Beatyqt Twitter page

2,564 Followers

Bonny Facebook page

6,733 Likes

Vanez Facebook page

6,723 Likes

36

CONTACTS

teamextremesupremacy.com

teamextremesupremacy@gmail.com

Team Extreme Supremacy

TES_eSport

37

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