TGS Forum

On Business Days (September 26st and 27nd), the B to B seminar "TGS Forum" will be held at Makuhari Messe International Conference Hall for Business Day visitors.

*Mainly seminars in Japanese

If you would like to attend a seminar, please apply in advance for the seminar you wish to attend on the registration system when registering for Business Day visitor registration (paid or free). After pre-registration, you can add or change the number of seminars you attend using "My Ticket" on the registration site.

On the day of the seminar, please come to the venue after completing the business day visitor reception.

In addition to attending the seminars at the venue, you can also watch the TGS Forum online. If you have a Business Day Registration Code (invitation Code) and are unable to come to the event on Business Day, you can use the Business Day Registration Code to pre-register and watch online.

Please log in to the Business Day visitor registration system (EventRegist) and go to the online viewing screen from "Click here to view" in "My Ticket" when the exhibition begins. The deadline for archive distribution is Friday, October 11th.

There are two types of TGS Forum: "Sponsorship Sessions (the name of the sponsoring company is listed in the seminar title)" provided by exhibitors, and "Organizer Seminars" provided by the organizer. If you wish to attend the "Sponsorship Session", please be sure to read the "Information on attending the TGS Forum Sponsorship Session" below.

Information on attending the TGS Forum Sponsorship Session

The personal information that you have entered will be collected by EventRegist Co., Ltd.. It will then be managed in full compliance with Privacy Statement of EventRegist (https://info.eventregist.com/en-us/privacypolicy). Also, the same information will be provided to respective third parties, CESA (Computer Entertainment Supplier's Association), Nikkei Business Publications Inc. and DENTSU, the organizers of TOKYO GAME SHOW 2024 for the purpose of the sending information (e-mail, direct mail and research questionnaire etc.). After Providing Personal Information to CESA, Nikkei Business Publications Inc. and DENTSU each will then manage your information on its own responsibility.

In addition, the TOKYO GAME SHOW use a QR code system for visitor's badges in order to eliminate the need for visitors to provide business cards and enter addresses and names at each exhibition booth and seminar room.
When the QR code on badge presented by a visitor is scanned at an exhibition booth or seminar room, or when you pre-registered for the seminar, or when you have viewed the seminar on the online viewing page, the information you registered for attending the exhibition will be provided by co-organizer Nikkei Business Publications Inc. to the relevant exhibiting company and company supporting the seminar (speaking/presenting company). The personal information provided to each exhibiting company and each company supporting seminars will be managed at the responsibility of each company, and they may use it for introducing various items such as products, services, seminars, and surveys.

CESA's Privacy Policy
https://www.cesa.or.jp/index_e.html
Nikkei BP's Personal Information Protection Policy
https://www.nikkeibp.co.jp/english/privacy/index.html
DENTSU's Explanation of the personal information acquisition
https://www.dentsu.co.jp/en/termsofuse/privacypolicy.html

Organizer Sessions

ProgramKR-01

Branding Strategy for Long-life Intellectual Property

Date and Time
From 10:30 a.m. to 12:00 p.m. September 26(Thu.)
Venue
International Conference Hall 301
With the popularization of digital gaming and improved network compatibility, the gaming market is shifting its business model from focusing on making large profits immediately after releasing a new title to sustaining strong sales over the long term. This involves leveraging seasonal sales campaigns and other strategies. Established series with a strong history are excelling in this approach. In this seminar, a representative in charge of long-living series will explore unique business strategies for long-running game series, including long-term branding and marketing techniques to create momentum and maximize revenue from the entire series, including past titles.
Producer "PROFESSIONAL BASEBALL SPIRITS A" Series,
Konami Digital Entertainment
Yosuke Abe

Joined Konami Digital Entertainment in 2007. After working as a programmer and director, transferred to the U.S. branch (Konami Digital Entertainment, Inc.) in 2013. Involved in the production of social games for the North American market. After returning to Japan, worked as an assistant producer to launch the smartphone version of "Winning Eleven (now eFootball™)" and has been working as a producer of the "PROFESSIONAL BASEBALL SPIRITS A" series since 2022.

Director, Creative Franchise Dept.
Global Head of “Like a Dragon/Yakuza” Franchise
Transmedia Business Unit,
SEGA
Ashita Yamazaki

After working at global entertainment/gaming companies such as Disney Japan, Scopely, and Wargaming, Ashita joined SEGA as Creative Franchise Director in the Transmedia Business Unit. Here her job was to oversee the In-house and Licensed PD, MD for all SEGA IP and Like a Dragon franchise management. Her mission is to maximize the IP expansion of Like a Dragon, in strong collaboration with RGG Studio (Like a Dragon game development studio).

TEKKEN Series Marketing & Esports Producer,
Bandai Namco Entertainment
Naoya Yasuda (Yasuda Esports)

Entered BANDAI after graduating from university. Started with planning development of GUNPLA and action figurines, then transferred within Bandai Namco Group. Later became the assistant producer of the arcade version of "MOBILE SUIT GUNDAM EXTREME VS.", and then producer of the TCG-based online and arcade games, and console version of "GUNDAM VERSUS".
Was dedicated to the esports business from 2018 and was responsible for the global esports development with the main focus on world tours for competitive fighting games. From 2020 and onwards lead projects, project management and marketing for "TEKKEN 8" and other major titles as senior producer.
Has contributed greatly to the business expansion of the "TEKKEN" series thanks to his own rich experience.

Moderator Deputy Editor
Nikkei xTREND,
Nikkei Business Publications
Aya Hirano
ProgramKS-01

How to Cultivate Talented Individuals Required for the Gaming Industry

Date and Time
From 10:30 a.m. to 12:00 p.m. September 26(Thu.)
Venue
International Conference Hall 302
To ensure the long-term success of the gaming industry, it is crucial to focus on recruiting and nurturing talented individuals, particularly game creators. When it comes to recruitment, should we seek out talent from independent game developers, or should we turn to educational institutions such as universities and vocational schools? Once they are part of our team, how do we keep them motivated, improve their skills, and help them develop their talents? In this session, we will delve into the key issues that the gaming industry must address and discuss practical strategies.
Game education journalist
Lecturer at International Professional University of Technology in Tokyo
Kenji Ono

Graduated from the Faculty of Sociology, Kansai University. He has worked as a freelance game journalist since 2000 after working as editor-in-chief of the magazine "Game Hihyo". He has long been involved in the activities of IGDA Japan (formerly IGDA Tokyo). Engaged in game developer education since 2017. Since 2020, he is also active as a lecturer at Tokyo International College of Technology.

Representative director,
Game Creators Guild
Daisuke Miyata

In 2011, he joined alt-plus Inc. and held key positions in game development, contributing to the company's listing on the First Section of the Tokyo Stock Exchange. Later, as an executive officer, he was in charge of corporate alliances and new businesses. With the growth of the business, he made the division a subsidiary as STAND Corporation and assumed the position of Representative Director. Aiming to develop the game industry more neutrally, he spun out a co-creation community of creators and game-related companies, and established his own company as Game Creators Guild, Inc. As part of the management of “Game Creators Guild,” which aims to create a world where creators can stand on their own feet for life, he founded the "Game Creators Koushien,” a contest to nurture the next generation of creators. The contest has grown to include over 2,500 participants, approximately 1,000 works, and approximately 100 participating companies, and continues to aim to maximize the potential of young creators.

Director, Graduate School of Film and New Media
Tokyo University of the Arts
Takashi Kiriyama

Professor Takashi Kiriyama has worked at the University of Tokyo's Research into Artifacts, Center for Engineering (RACE), then moved to the Center for Design Research at Stanford University. In 2006, he joined the faculty at the Department of New Media, part of the Graduate School of Film and New Media. His research focuses on exhibit design, image processing, and the development of interactive media.

Moderator Senior Staff Writer
Nikkei xTREND,
Nikkei Business Publications
Jumpei Furuhata
ProgramKR-02

How will Web3 Transform the Gaming Industry? Exploring the future of new games based on recent examples.

Date and Time
From 10:30 a.m. to 12:00 p.m. September 27(Fri.)
Venue
International Conference Hall 301
The use of Web3 is advancing in the gaming industry. Major game developers are leading the way in developing new intellectual properties that incorporate blockchains and NFTs (Non-fungible tokens). How will Web3 change the gaming business? This session will focus on the potential and challenges of implementing Web3 in the gaming industry, based on the efforts of various companies up to now. We will provide a clear introduction starting from the basics for all business professionals involved in gaming!
web3 Business Department General Manager,
Konami Digital Entertainment
Ken Kanatomo

Worked as a marketing director for an apparel company. Joined Konami Digital Entertainment in 2012. Implemented measures such as customer acquisition through full-funnel marketing and fan engagement and became the general manager of marketing and promotion in 2021. Alongside the position as the marketing and promotion manager, was drawn to the high potential of blockchain technology, and established a development preparation office within the company in 2019 to utilize it for business purposes. Currently, as the general manager of the web3 division, engages in the development of all possibilities and challenges in the web3 domain.

Executive Director,
COLOPL
Yoshiaki Harai

Mar. 2011 Joined Deloitte Touche Tohmatsu LLC
Jan. 2015 Joined COLOPL, Inc.
Dec. 2018 Executive Director, COLOPL, Inc. (current position)

Director
Blockchain Entertainment Division
Incubation Center,
SQUARE ENIX
Keisuke Hata

He joined Square Enix Co., Ltd. in 2012 and worked as a technical director in the development of games and content for smartphones.
Later, he was transferred to the Operations Department, where he was responsible for negotiations related to each platform and external negotiations.
He also produced the company's first NFT business, the NFT digital seal “Asset Million Arthur” last year in 2021, and continues to this day.

Moderator Associate General Manager
Trend media Unit,
Nikkei Business Publications
Taku Agatsuma
ProgramKE-01

Japan eSports Award 2024 Talk Event

Date and Time
From 1:00 p.m. to 2:00 p.m. September 27(Fri.)
Venue
International Conference Hall 302
We will hold a talk event to inform the audience of the key points and highlights to enjoy the second edition of the Japan eSports Awards. The event will include an interim announcement of the fan voting that has already started, introduction of the judges, and a cross talk by the first award winners and e-sports industry representatives, to fully convey the appeal of the Japan eSports Awards.
ZETA DIVISION
SUPER SMASH BROS Player
acola

Last year's awasrd-winning categories
◆eSports Player of the year 2023
◆Fighting Game Player of the year 2023
◆Under 18 eSports Player of the year 2023

ZETA DIVISION
Formar VALOLANT Player
Laz

Last year’s award-winning categories
◆Shooting Game Player of the year 2023

eFootball™ PlayerUDI

Last year’s award-winning categories
◆Mind Game Player of the year 2023

Puyo Puyo Tetris Playeramemiyataiyou

Last year’s award-winning categories
◆Mind Game Player of the year 2023

Protagon
eSports caster
Taiga Kishi

Last year’s award-winning categories
◆eSports Caster of the year 2023

ODYSSEY
MC,eSports caster
Shuhei Yamato

Last year’s finalist of eSports Caster of the year

ProgramKR-05

Sense of Wonder Night 2024 (SOWN2024)

<Sponsor> Sony Interactive Entertainment / Nintendo / KODANSHA Game Creator’s Lab / Happinet / PLAYISM / iGi indie Game incubator / ELSA Japan

Date and Time
From 5:15 p.m. to 7:30 p.m. September 27(Fri.)
Venue
International Conference Hall 301
From the 80 titles selected for the “Selected Indie 80,” eight additional titles with outstanding ideas ilsebwelected as finalists for the “Sense of Wonder Night 2024 (SOWN2024),” where they will have the opportunity to present their works. SOWN2024 will be held for the first time in five years with an audience, and seven prizes will be awarded after judging. The program will be broadcasted on September 28 (Sat.)from 11:00 a.m.on the official TGS program.
Game JournalistKiyoshi Shin

Professor, Graduate School of Digital Hollywood University. CEO of AI Frog Interactive, Inc. Author of "Metaverse Business Hegemony War" (NHK Publishing). He is also a regular contributor to ASCII's "Metaverse Presence".

MCIsabelle Massabo

Isabelle Massabo, born in France to a French father and Japanese mother, was educated in French-speaking countries from an early age and grew up in Japanese society.
She established TELEVISION INC. to interact with people from all over the world and to help bring Japan's proud content to the world and great content from abroad to Japan.
She is also the Secretary General of the ANTOR-JAPAN Council of Foreign Visitors Bureaus in Japan, and undertakes production, PR & marketing, and consulting services for events and programs around the world.

Sponsorship Sessions

Third party provision of personal information to overseas exhibitors

TGS Forum offers Sponsorship Sessions organized by exhibitors sponsoring TGS2024 in addition to Organizer Sessions. The company name of each sponsor is shown on the sponsorship session program title. If you pre-register or register at the door to participate in a sponsorship session, the TGS2024 Secretariat of Nikkei BP will collect your data (personal information entered for pre-registration or the information on your name card) and provide them to a sponsor of the session (third party provision.)

ProgramSS-01

The Best Shield and How To Use It: Protecting a Game in its 11th Year

<Sponsor> Digital Accels/Digital.ai

Date and Time
From 0:30 p.m. to 1:00 p.m. September 26(Thu.)
Venue
International Conference Hall 302
The current security trends for smartphone apps and the necessary measures will be explained. Also, MIXI, Inc. will discuss how incorporating Arxan into MONSTER STRIKE six years ago led to a dramatic reduction in the damage caused by cheaters. They will also share how they are currently using the software, and how the cheating situation has developed since its incorporation.
Digital Accels/Digital.ai
Chief Operating Officer
Takumi Yoshida

Joined the IT industry in 1995 during the dawn of the internet era. Extensive experience providing IT solutions to diverse clients across various industries.

MIXI
Client Group 2, MONSTER STRIKE Development Division, Digital Entertainment Operations Department - Manager
Nobuyasu Morita

An integral part of MONSTER STRIKE's client-side development since joining MIXI in 2019, he's been overseeing Client Group 2 as its manager since March 2024.

ProgramSS-02

Latest trends in out-of-app payments, to reduce app store fees.

<Sponsor> Digital Garage

Date and Time
From 1:30 p.m. to 2:00 p.m. September 26(Thu.)
Venue
International Conference Hall 302
Strategies and methods for reducing store fees.
- Operating outside payments for apps in compliance with store guidelines in light of the new law's passage.
- Advantages and disadvantages of outside payments for apps.
- Introducing outside payments for apps and appropriate methods.
- How to guide users from in-app purchases to outside-app purchases.
- Introducing AppPay.
Digital Garage
Strategic Business Planning Dept, Incubation Div
Kyohei Maruyama

I had 10 years of experience working at an app development company, during which I launched the App-advertising business and was concerned with the launch and operation of a variety of apps, including own company's apps.
I joined Digital Garage, Inc. in 2021 and planned and launched "App Pay," as a business manager which utilizes Digital Garage Group's payment service.

ProgramSS-03

GLOBAL EXPANSION SUPPORT WITH XSOLLA

<Sponsor> Xsolla

Date and Time
From 2:30 p.m. to 3:00 p.m. September 26(Thu.)
Venue
International Conference Hall 302
In today’s rapidly evolving gaming landscape, the role of the Merchant of Record (MoR) has become more critical than ever. Jin Jeong will delve into how this pivotal function can transform the way game developers and publishers operate on a global scale. Attendees will gain invaluable insights into how Xsolla’s solutions streamline the business side of gaming, helping studios of all sizes navigate international markets with ease.
Don’t miss this opportunity to learn how Xsolla can be your trusted partner in driving your game’s global success.
Xsolla
Regional Vice President Japan
Jin Jeong

She has over 13 years of experience in the online and mobile gaming industry in Japan and Korea, She has been responsible for the publishing, directing, and operation of various games.
With the wealth of experience she has gained in the online and mobile gaming industry, she is currently working to develop the Japanese gaming industry at Xsolla.

ProgramSR-02

Future of game creation / CVC Investment Strategies for Entertainment Companies

<Sponsor> EY Strategy and Consulting

Date and Time
From 3:00 p.m. to 5:00 p.m. September 26(Thu.)
Venue
International Conference Hall 301
The Future of Game Development,” which will discuss the essential challenges associated with the shift to a Live Service model of continuous development and operation, and ‘CVC Investment Strategies in the Entertainment Industry,’ which will provide insight on the latest investment strategies and notable investments in the entertainment industry.
Chairman, ForwardWorks / Senior Advisor, Sony Music Entertainment (Japan)Shinji Hashimoto

After graduating from university, Shinji Hashimoto joined Bandai and became famous on television as “Hashimoto Meijin.” In 1995, he joined the former Square Co., Ltd., where he was involved in the production of the Final Fantasy series, among other projects, and held positions such as Brand Manager. He later served as Executive Vice President of Square Enix Co., Ltd., and Board Director of Square Enix Holdings Co., Ltd., before assuming his current position.

Head of APAC Publishing and Business Development, Amazon Japan/Amazon Game StudioEmiko Yamamoto

Emiko Yamamoto started her career in games at SEGA. At Disney Japan, she served as the Executive Producer of the Kingdom Hearts series, leading the game business division. Since 2017, she has held various roles in the gaming industry at Amazon Japan and currently oversees all gaming operations in the Asia-Pacific region.

Sr.Manager, Game Entertainment Solutions, Amazon Web Services JapanHideyo Yoshida

As an AWS Solutions Architect, Hideyo Yoshida supports solving business and technical challenges in the gaming industry through the use of the cloud. In his previous role, he excelled as an infrastructure engineer for Japan's largest MMORPG and also has experience in IoT platform development at a device software house.

CEO, Sony VenturesKazuhito Hadano

Kazuhito Hadano joined Sony in 1997, with extensive financial experience in the wireless communications, network communications, and financial services sectors. He has significant experience in long-term business strategy planning, M&A, strategic partnerships, and investment management. In addition to his current role, he serves as CFO, Director, and Executive Officer for several Sony-affiliated companies.

Investment Director, Sony VenturesHiroshi Matsushima

Hiroshi Matsushima joined Sony in 2007. After working in corporate HR, he moved to Sony Interactive Entertainment, where he gained approximately 10 years of practical experience in game production/localization and planning for the PS Store. Later, he participated in the Sony Innovation Fund, handling investments in startups both in Japan and abroad in the areas of Entertainment Tech and Sports Tech, including gaming.

General Partner, Rendered VCJiten Dajee

Jiten Dajee is a games technology expert and M&A advisor specializing in computer graphics software. He has driven product and commercial strategy for game engine software companies as well as technology innovation for content studios. Currently, Jiten is investing in multi-stage 3D technology companies while advising transactions across leading US & European private equity funds.

Moderator & Speaker Partner, EY Strategy and ConsultingTakuro Imaichi

Takuro Imaichi has extensive experience in business planning, GTM (Go-to-Market), organization and talent management, and operational reforms in the media and entertainment industries, from strategy formulation to execution support. In recent years, he has been involved in planning entertainment businesses using advanced technology.

Manager, EY Strategy and ConsultingMinori Yotsumoto

With a focus on the media and entertainment industries, Minori Yotsumoto has broad experience in medium-term business planning, new business strategy, IP strategy, expansion in North America and Southeast Asia, animation and film production, and organizational development.

Sr.Consultant, EY Strategy and ConsultingHayata Sasayama

After working for a major domestic entertainment company and a consulting firm, Hayata Sasayama assumed his current role. He has extensive project experience in the entertainment industry, including console/mobile game development, 3DCG, and video production.

ProgramSR-04

The Evolving DMM GAMES: Expanding business opportunities through Partnerships

<Sponsor> EXNOA(DMM GAMES)

Date and Time
From 0:30 p.m. to 1:30 p.m. September 27(Fri.)
Venue
International Conference Hall 301
We will introduce the latest status and future outlook of our game platform, 'DMM GAMES.'
Our partners will also be present to share their perspectives on 'DMM GAMES.'
We hope this presentation will encourage you to consider collaborating with DMM GAMES.
EXNOA(DMM GAMES)
Strategic Planning Division, Head of COO Office
Shusuke Yoshida

Joined DMM.com in 2019. Has been responsible for corporate planning and business development within the gaming business area at EXNOA since 2020.

Aiming
Division 2 Team CARAVAN
Masahiko Takeuchi

Over 20 years in the game industry.
After working as a planner, director, and producer, I was appointed to the position of Division 2 General Manager at Aiming.
I have been involved in many anime IP games and am currently the producer of "The Eminence in Shadow - Master of Garden -" and "2.5 DIMENSIONAL SEDUCTION (RIRISA) Angels on Stage!".

EXNOA(DMM GAMES)
General Manager, First Alliance Department, Business Alliance Division
Shohei Kawajiri

Since my career change in the gaming industry, I have worked as a manager in the Corporate Planning Department of a publicly traded company before I joined EXNOA (formerly known as DMM GAMES) in 2019.
Since then, as the director of the 1st Alliance Department, I mainly oversee the 3rd party business primarily targeting Japanese market. This includes attracting titles to DMM GAMES platform and promoting various collaboration projects.

EXNOA(DMM GAMES)
General Manager, Platform Marketing Department, Marketing Division
Hajime Uchimura

Joined an internet advertising agency in 2014 as a new graduate, engaged in operational advertising for about 1.5 years, then converted to the client sales department. In 2019, joined EXNOA LLC. After working in content marketing, currently responsible for platform marketing.

ProgramSR-05

Discovering Discord: Connect Your Game to 200M Global Players

<Sponsor> Discord

Date and Time
From 2:00 p.m. to 3:00 p.m. September 27(Fri.)
Venue
International Conference Hall 301
Join us for an in-depth exploration of Discord and learn how to maximize your game's potential by plugging into a platform of 200 million global users. This session will cover actionable strategies such as building integrations so your game shows up in organic surfaces, creating community feedback loops, and leveraging marketing solutions to drive in-game engagement.
DiscordKelly Liang

Kelly Liang is Senior Vice President of Global Partnerships at Discord, a voice, video and text platform that makes it easier and more fun for friends to talk and hang out before, during, and after playing games.

Her career spans over two decades of driving transformational growth at prominent technology and digital media companies including YouTube, Google, Visa, and Samsung. Kelly has led scaled business development, go-to-market and operational teams that have successfully launched multi-billion dollar consumer and enterprise products in software, hardware, digital media and content. She has also served as an advisor to various startups, and is passionate about companies that are bringing new technologies and business models to market.

IGN Japan
Chief Editor
Daniel Robson

Daniel Robson is the Chief Editor of IGN JAPAN. Born in England and a resident of Japan since 2006, Daniel has 25 years of experience in pop-culture media. After a period working at PlayStation’s Japan Studio, Daniel returned to media in 2016, joining Japanese news leader Sankei Digital to launch IGN JAPAN. From games to movies and music, Daniel has a keen interest in sharing local culture with a global audience. At IGN JAPAN, Daniel runs the editorial team to publish best-in-class videogame and movie coverage, as well as producing content in English for the global IGN site.

Liquid Advertising
Vice President of Global Media
Nikki DePaola

Nikki is VP of Global Media at Liquid Advertising. With over 13 years of experience in the gaming industry, she has led the teams responsible for launching the campaigns for a variety of games ranging from AAA titans to indies and mobile apps for clients such as Square Enix, SEGA, CD Projekt Red, Level Infinite, HoyoVerse, Netease, and Krafton. She was instrumental in establishing the agency’s first international office in Warsaw, Poland, and is continuing to lead the agency into new markets as gaming becomes more global than ever.

ProgramES-02

China - Japan Esports Development Exchange

<Sponsor> Tencent Japan

Date and Time
From 2:30 p.m. to 3:00 p.m. September 27(Fri.)
Venue
International Conference Hall 302
Under the background of the 2026 Aichi-Nagoya Asian Games, Tencent Esports, as a member of JeSU ,also a participant in global esports, will come to Japan for exchanges with leaderships from China esports industry. Focusing on large-scale international esports events, Tencent will share its past experience of technical and tournament support, future plans on Tencent's related programs in Japan. At the same time, we will also take this opportunity to discuss about the future development of esports in Asia under the new pattern of the global esports development. We hope to build a bridge to link the the possibility of cross-country esports cooperation.
Tencent
Publishing Director
Leo Zhang

Leo Zhang has extensive experience in global publishing strategies within the gaming industry. At DeNA, he was responsible for publishing operations targeting overseas markets, particularly contributing to laying the groundwork for the development of the MOBA genre in the Japanese market through “AOV (Arena of Valor).” Later, he transitioned to ByteDance, where he led publishing strategies for the gaming business across Asia, successfully implementing flexible approaches tailored to the characteristics of each region.
Currently, Leo oversees the publishing of “Honor of Kings (HOK)” at Tencent Japan, managing its expansion into the Japanese mobile, PC, and console gaming markets. With “HOK,” Leo is not only focused on publishing but is also actively contributing to the growth of Japan’s esports scene. He aims to further energize the competitive landscape through localized events and tournaments.
Leveraging the experience he has gained so far, Leo plans to continue contributing to the development of Japan’s esports industry through “HOK,” further strengthening Tencent’s involvement in the field. By deepening collaboration with Japan’s esports community, Leo is committed to creating new value together and building long-term partnerships.

Tencent
Director of Esports Business Department
Julian Gu

Julian Gu has substantial experience in both the gaming and sports industries. Before joining Tencent, he had ten years of business management experience working for a traditional sports company. Later, he joined Tencent and was responsible for the “LOL (League of Legends)” events. As the head of “LOL” production and broadcasting team, he initiated and built the most cutting-edge and largest esports production and broadcasting center in Asia. Also, he had been the Tencent Side general project manager of 2018 League of Legends World Championship.
Currently, Julian is the director of Tencent Esports Business Department, managing esports events team and esports commercialization team. He focuses on the business development of esports commercialized scenarios and esports talent education. Meanwhile, he oversees and operates the comprehensive tournament system of Tencent: “TGA (Tencent Global Esports Arena)” and its mass tournament IPs.

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