How can Toornament improve your event production?

A few weeks back was hosted the ESWC Summer, in Bordeaux, France. There, hundreds of participants and thousands of enthusiasts gathered for 2 days of intense competitive gaming action.
For this new edition, the ESWC once more trusted Toornament for its competition management, using the platform from registrations to result reporting on site, and as the main tool at the heart of their production line, with a Live Website and a streamlined video production, for both online and offline assets.
Let’s see how they used Toornament to create this new live environment!

UseCase: ESWC Summer 2017

If you do not have seen it yet, we highly recommend you take a good look and read at the Event Production showcase we did with the ESWC Summer. We have met with Sylvain Maillard to discuss his new toolbox and the whole process.

Please introduce yourself and the ESWC in a few words

Hello Toornament.com! I work with the ESWC staff since 2006, first as tournament manager and for a short while as content manager. Created in 2003, the ESWC is one of the oldest esports competitions. Today a convention-type event, the ESWC consists of several events a year, where we manage or host video games competitions, notably for publishers. Recently, Winter and Summer events in France featured, among others, international tournaments of Call of Duty, Clash Royale, Street Fighter V or League of Legends.

My work is to organize tournaments during the events, define their formats and schedule, and make sure the communication around the event is good, especially with our gamers’ communities through our numerous supports (website, social networks etc.). I also assist technical teams on content creation to display on live streams.

We have seen your amazing video production, what were the needs leading to the creation of these tools?

One of 2017 goals for the ESWC was to improve the spectators’ experience and the tournaments information we could offer both on our website and the live streams. Indeed, fans are more and more eager for data about the participants of the tournaments, with personal information and their previous performances, or detailed statistics. We had to offer this content on tournaments with lots of participants and results, and it had to remain possible for the teams to manage it during a live event.

We were already using Toornament.com to handle participants registrations and the results reporting. But the additional data we then displayed on our streams were created with imported data from Toornament.com or hand-gathered and compiled within sheets that were then read by our streaming tools. This didn’t allow good reaction times during a live event and was a lot of extra work to update the visual assets. We were looking for a solution to have a unique and automatized source to display on all supports.

What technology are you using? What challenges appeared and how did you tackle them?

The API from Toornament.com has been the cornerstone of our new display system, both for the ESWC website and the visual assets of the live streams. With calls to the API, data to be displayed are automatically gathered with PHP Scripts that autonomously build a webpage ready to be shown on stream. We also created a small web interface that would have all of the available assets for all parts of the competition, available with a single click.

This system notably allows the video productor and his assistants not to bother with updating the visual assets to be displayed on screen. All they have to do is select the needed page, depending on what information about the tournament they need to display.

The main challenge was to create and prepare all those assets beforehand. For the Clash Royale tournament for example, added to the participants and matches displays, no less than 4 assets were necessary for the Final Bracket, depending on what you wanted to display (Full Bracket, Winner Bracket, Loser Bracket and Top-8). This was made with HTML/PHP and had to be ready long before the event, with details tailored for each tournament and discipline.

What is, for you, the next step in this project’s evolution?

The ESWC Summer has been a great feedback on the experience of this new system. We still have work to do, on the assets list interface for example, to further improve our efficiency during the events.
We also need to work on the automatization of bracket displays for a tournament. Optimisation of the visual assets on the webpages is also a wide subject, as they sometimes heavily drew on our Stream PC’s resources.
For the Version.2 of the Live Mod of the ESWC website, we need to be able to display the results in a structured view, for groups and brackets both, and not just a list of matches. This will ensure a better understanding of the progress of the tournament for the spectators.

What new feature would you like to see added to Toornament?

We expect the Toornament.com API to allow us to fetch the detailed game-related statistics it gathers from the official game’s API, like in League of Legends or DOTA2 for example.
Also, the more information about the tournaments are available through the API (both to read and write), the better for us, as it will enable a wide range of tools and displays about the tournament and its participants!

We would like to thank Sylvain for his time, to showcase and present his tools, and answer our questions.
As for the last one, detailed statistics have been disabled on Toornament since the release of the new version, but they are bound to come back really soon, and all these data will be available through our API, just like the rest, so expect an even better experience for the next ESWC event!

Nintendo Switch games are available on Toornament!

The increasing popularity of the Nintendo new hybrid console brings brand new games to its catalogue. The ones with a competitive side are already available on Toornament, for epic competitions and tournaments! Here is a non-exhaustive list of popular Switch games available for you!


Do we really need to introduce Mario Kart? The licence is back in a Deluxe edition for the Switch, based upon its Wii/Wii U big brothers with new characters, karts and other features such as an 8-players local mode, a LAN mode and a fully unlocked game from the get-go. So time to throttle on and prove the world you’re the best Kart racer there is!


ARMS is a brand new fighting licence coming to life on the Nintendo Switch. You embody fighters with extensive weaponized arms, to try and knock out your opponent(s) in fast-paced and intense arms fights. The premises of this game are just too good to pass up on a tournament!


Splatoon is also back on the Switch with a new opus, soberly titled “Splatoon 2”, in which the goal is still to splatt ink all over the different levels, while the enemy team will do just the same, just with another color. New game modes, features and weapons are announced for the title, released on the 21st of July!


1-2 Switch is a collection of mini-games, bound to keep you busy for hours of friendly fun, but why not make things a bit more spicy with a tournament made up of several different mini-games, or to decide who is the best at Samurai Training or Soda Shake?


Pokken Tournament is a fighting game featuring our favorite pocket monsters. The game will be release on the Switch on the 22nd of September, but in the meantime, some tournaments are already happening! New characters are already announced for this Switch version, and more are bound to come!


Street Fighter II is probably the most emblematic episode of this emblematic series. It’s back on the Switch with a not-so-sober title, “Ultra Street Fighter II: The Final Challengers”, but the fundamentals are here, with all the iconic characters, levels and techniques that built the series!


Bomberman is back on the Switch with Super Bomberman R, a new opus of the famous licence, where up to 8 players will be able to fight until they explode for the win. New power-ups, 3D environments and characters and a solo campaign are here to propel this new game.

So wait no more, and create or participate in your first Switch tournament!

This week-end: ESWC Summer 2017

Since its lastest edition of February in Paris, and before the next Paris Games Week, ESWC will hold its Summer Edition, organized for the first time in Bordeaux, France, on Saturday 1st and Sunday 2nd of July, 2017.
For this special occasion, a lot of things are bound to happen in the 1500m² of the Bordeaux Palais des Congrès. Tournaments, animations, live streams and the likes of it will rhythm the week-end.
See below for the tournaments that will be played during the ESWC Summer:

For the third event in a row the ESWC will host a Clash Royale tournament during the ESWC Summer 2017 from 1st to 2nd July at Bordeaux. This new challenge will gather 32 finalists for a cash prize of 5,000€ split between the top four players. However, to be part of the event players will have to fight their way through qualifiers or to be directly selected.

After having invested in esports last February, FDJ first ever international competition is about to come to an end during the ESWC Summer, with the Finals of the FDJ Masters League on Street Fighter V. 32 european players participated in the qualifiers, and it’s down to 4 finalists for the conclusion on the Main Stage with a $20.000 cash prize to grab!

Invocators, it’s time to bring your troops together for the ESWC Summer Cup with OMEN by HP tournament on League of Legends at Bordeaux. Open to 32 French teams the LAN is aimed at both amateur, streamer and pro teams.

Other notable events contain but do not limit to:

Use Case: Student Gaming Network

From March to May was held in France a huge student Esports competition, organized by the Student Gaming Network. Students from all over the country battled in several games for the title and their name on top of the list.
Now that the tournaments are over, we met with its organizers to learn more about the whole deal.

To start, please introduce yourself and your project

“Hello, I am Pilou, member of the Student Gaming Network, a federation of french student gaming associations.
The association’s goal is to federate students around a common passion: video games. The major event we are organizing for the second year in a row is a national inter-school competition, the Student Gaming League.”

Overwatch finals being played in the School 42

“First on League of Legends, Hearthstone and Counter-Strike:GO, we added Overwatch to the game pool this year. The tournament is mainly played online, with finals organized as offline events. Last year was during an evening in the Paris Meltdown, and this year in the School 42 for a whole week-end.
We are also the instigators of the first European student tournament, in association with our English, Spanish, Portuguese and Italian counterparts: the University eSport Masters.”

How did you discover Toornament?

“Since the first edition, we’ve been using Toornament to manage our tournaments, which we discovered a bit by chance while looking for a platform to organize our competitions on.
After testing several of them, we chose Toornament for its simplicity, its very complete environment, its development perspectives and also because it’s Made in France :)”

What features are you using the most on Toornament?

“On the Organizer‘s side, I think we have quite a complete usage of the platform.
We use Toornament for registrations (which are free), for the whole infrastructure and competition management (structure, results, matches…) and to display tournaments’ information to our spectators (thanks to the widgets and schedules). Tournament management being the core of our project, we really feel at home with these aspects of Toornament.

On the Developer‘s side, we only started tinkering with it this year, but wish to keep pushing forward. Toornament’s API is well-documented and we can see a lot of possibilities using it. Today, we indirectly use it with DoxMatch, our partner platform that directly pushes CS:GO results to the platform.

Unfortunately, we do not make the most of the Participant dashboard yet, which has been evolving a lot for a year, especially for Hearthstone. We are thinking about a way to take advantage of it, for us, but mainly for our next participants.”

Can you develop on your tournaments and their formats?

“The general principle for our competition is as follows: 1 game = 1 evening.
In 2017, it amounted for 102 LOL teams on Mondays, 150+ HS players on Tuesdays, 63 CS:GO teams on Wednesdays and 34 OW teams on Thursdays.
Qualifiers went for 4 to 5 weeks after which the 16 or 32 best participants were selected to play the final bracket.

The Student Gaming League format is a very interesting subject because it tremendously evolved between the two editions, and might just change again for the next one.

On first year, we had a pretty complex system made up of pools dispatched into two leagues with promotion-relegation as qualifiers. It was far from ideal for players, because the qualified teams were not always the best ones, and even worse for us admins because this specific format is not natively available on Toornament. Admins suffered a great deal every evening, and we had to change the format.

After the first competition ended, we wanted to know the motivations of our participants, to have our next edition revolve around what they really wanted.
We realized that two kind of participants emerged: the ones here to play for fun because it was a good reason to gather as students to play with an incentive, and the really competitive ones who registered to go the furthest they could in the tournament.”

Counter-Strike:GO Winners

“That’s why this year, we opted for the Swiss System for all of our games. We wanted a format that would guarantee the best teams would qualify, while allowing more “casual” players to enjoy the tournament too, at least for as long as qualifiers would last. The Swiss System ensures a permanent balancing of matches, to have teams of similar skill level play each other. It prevents massive “stomps” after just 2 or 3 matches, which no one enjoys.
We converted the try, since our weekly team participation went through the roof: on LOL, almost 90% of the participating teams went through the whole qualifier, whereas almost 40% of them dropped last year. Those numbers are to put into perspective with the fact that it’s a long tournament (5 to 10 weeks) and free (no financial involvement needed).

For next year, new challenges are waiting, like reducing the time between matches during tournament nights. First feedbacks from our players are very positive on this new organization, and we can’t wait to play with the new Toornament Structure System to be even more creative when will come the time to create our new format, to fulfill our participants’ needs.”

Could you tell us a bit more about your Discord Bot and your use of the Toornament API?

I will let our developer, Ryan, talk to you about it.

Ryan: “In the Student Gaming Network, we wanted to drastically improve the players’ experience by experimenting with small features to make the difference.
First of all, our tools were using Toornament for three steps during our tournament nights:

  • The Check-in
  • Match announcement to players
  • Results gathering”

Participants checking-in, and the SGL Bot listing the absent ones

“We created a special Check-in, because we wanted our admins to be able to make Captains’ change and manual Check-ins and more importantly, our participants had to Check-in from Discord.
As for match announcements, the idea was to allow players to have their next matches displayed in Discord, with notifications. We had to settle down for a simple command that would allow them to display their next match.
Moreover, results gathering was a huge plus, Toornament doing it automatically for most of our games, we only had to take care of Hearthstone and Overwatch ourselves.

All of these tools were developed during the competition, with very little time and few tests performed.”

What feature would you like to see in Toornament?

“A better Check-in feature would be good, with more flexibility, mostly automatic but with manual input from an admin possible in case it’s needed.
This year, we encountered a limit with disqualified participants. This is an important subject, and we’d like a real “Drop” feature to cut a participant out of a tournament after it has started, to avoid bye matches.”

We would like to thank the SGL Organizers for the time they took to answer our questions, and congratulate them for their massive work and successful tournaments.
Congratulations to the winners and all their opponents too!
See you next year for new exciting tournaments and even more awesome organization!