Cannes Lions

Fortnite - Fall Skirmish Grand Finals

Freddie Georges Production Group, Huntington beach / EPIC GAMES / 2019

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Overview

Background

Epic Games attended TwitchCon with 10 Fortnite gaming stations and 2 streamer pods in 2017.

This year they staged a TwitchCon takeover with Fortnite Hall, a 50,000 SQ FT interactive Esports activation centered around their Fall Skirmish Grand Finals.

With $2.6 million in prize money up for grabs, it was critical to deliver an Esports event that went beyond the expected.

The teams at Epic Games knew we had to create an immersive experience that captured the hearts of the Fortnite and Twitch communities both in person at TwitchCon and for fans livestreaming the tournament from home.

Idea

All Esports activations seem to repeat the same formula. Cram as many people as possible into a confined space to passively watch live tournament play.

Epic Games believed this typical approach offered an excellent opportunity to stand out from the crowd, so we set the intention to create an activation that brought Fortnite’s unique community of gamers together to share an original out-of-game experience.

Essential to our success was finding a space that would be large enough to create pockets of intimacy for each Fortnite fan to enjoy The Grand Finals in their own way.

At 50,000 SQ FT, Fortnite Hall delivered on that promise and enabled us to to create an immersive Esports activation that celebrated all things gaming, streaming, and cosplay while bringing Fortnite to life at scale!

Strategy

Fortnite’s cultural impact cannot be overstated. It has inspired people the world over to flex their dance emotes, turned gamers and streamers into bonafide celebrities earning salaries and endorsements as big as any major athlete, and even garnered an SNL parody.

Fortnite fans span all countries, ages, races, and financial backgrounds, while attendees of TwitchCon are amongst the most innovative content creators around. This meant we needed to create an immersive experience where there was something for everyone to enjoy.

Our approach was to transport attendees and streamers directly into the world of Fortnite by reimagining iconic in-game elements at scale.

Our mission was to celebrate the community of gamers and fans that have turned Fortnite into a worldwide phenomenon by creating a Live Esports activation to enable a wide range of demos to experience their favorite game with all of their friends and through all of their senses.

Execution

Epic Games worked closely over a one month period to produce an Esports activation that reached over 500K adoring fans. We handled everything from design and fabrication to onsite logistics including installation/dismantle and player hospitality,

Ideation and space planning: 09/24/2018

Custom fabrication: 10/03/2018

Freight (24 Trucks): 10/19/2018

Installation (5 days): 10/21-25/2018

Event Days: 10am-6pm 10/26-28/2018

We converted SJCC's South Hall into Fortnite Hall, a 50,000 SQ FT Fortnite Brand Experience with mini golf, 38 FT Battle Bus, BoogieDown Dance Stage, three green screen interactives, 10 hand-sculpted pickaxes, branded food and beverage, exclusive storefront, player holding area, scenic backdrops for interviews and live broadcast, 12FT internally lit logo, and 30x80 LED Wall. All scenic production, graphics production, custom fabrication, and tech integration was completed in-house.

The activation was at capacity from with 3,500 concurrent attendees daily. We provided hospitality for 400 Competitors Daily. The event was streamed on Twitch.

Outcome

Fortnite Hall played host to over 5,500 attendees on Day 1, over 6,500 on Day 2, and over 7,500 on Day 3.

Fortnite’s Twitch channel averaged more than 120,000 viewers over the course of the 3-day event with an average of 65,000 concurrent viewers.

The final day of The Fall Skirmish Grand Finals reached a live audience of 336,000 viewers.

Daily online mentions during the finals averaged 2.7 million, a nearly 1 million mention increase.

Our Hanglider Video Activation generated 1,412 unique videos which were then shared via Instagram, Facebook, and Snap, reaching over 244,000 people.

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