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Opinion Gaming

Why Australia's Greatest Esports Star Had to Leave Home

Ana won back-to-back Internationals for OG. But he had to move to Shanghai to do it. That's the problem.

Why Australia's Greatest Esports Star Had to Leave Home
Key Points 3 min read
  • Ana Pham and jks Savage are among the world's elite esports players, but both had to leave Australia to reach the top.
  • Meanwhile, Australian content creators like Lachlan and Loserfruit are conquering global platforms from home.
  • The gap reveals a policy failure: Australia invests in game development but ignores competitive gaming infrastructure.
  • Internet connectivity, lack of sponsorship, and government indifference are driving esports talent overseas.
  • Screen Australia's recent $1.4 million game funding boost won't solve the esports problem without infrastructure investment.

Anathan Pham, known as Ana, became the first ever Australian to win a Valve-sponsored esports event. He won The Boston Major in 2016, then helped his team OG become the first side in Dota 2 history to win back-to-back International championships. He has earned over $6 million in prize money. He is, objectively, the greatest esports player Australia has ever produced.

He did all this from Shanghai. He moved from Melbourne to China in 2015 because that's where competitive Dota 2 happens. That's where the teams, the infrastructure, the sponsorships, the training facilities are. Not in Australia.

This is the contradiction at the heart of Australian gaming in 2026. On streaming platforms, Australian content creators are unstoppable. Lachlan Power hit 10 million YouTube subscribers. Loserfruit became only the second streamer in history to get her own Fortnite skin. Fresh dominates competitive Fortnite from the Oceania region. They built massive global audiences from home. Yet when it comes to traditional esports, the moment Australian players get good enough to compete at the highest level, they leave.

Justin Savage (jks) was the first Australian to win an S-Tier Counter-Strike tournament. He won IEM Katowice 2022 with FaZe Clan. Before that, he played for Renegades and 100 Thieves. Damien Chok (kpii) competed for South Korean powerhouses, Chinese elite teams, and Filipino clubs. All of them are Australian. None of them made their mark playing for Australian organisations.

The irony is stark. Australia's game development sector is thriving. Screen Australia has just announced $1.4 million in funding for 26 new game projects across its various funds. The sector generated a record $608.5 million in revenue in FY25. Some 82 per cent of Australians now identify as gamers. Government backing for games development is real and growing.

But competitive esports, the organised competitive structure where players actually earn livings competing at the highest level, is treated as a sideshow. There are no government incentives at the level of traditional sports. Internet infrastructure that would support training and tournament play is inconsistent. Local sponsorship is thin. Professional organisations that can support players financially are rare. So the players leave.

Let's be real: the structural problems are straightforward. Content creation doesn't require much infrastructure. A streamer in Australia can broadcast to a global audience from a bedroom, monetise through ads and subscriptions, build a parasocial relationship with viewers. Geography barely matters. The barrier to entry is low.

Competitive esports demands something different. You need consistent, low-latency internet for training against international opponents. You need a local team structure with coaching, support staff, and salaries. You need LAN facilities for bootcamps and practice. You need sponsorship ecosystems to fund operations. You need government recognition at the same level as traditional sports to unlock institutional support. Australia has provided none of this at scale.

Some organisations are trying. PWR, the esports and entertainment company founded by Lachlan, operates with resources that actually support players. Chiefs, Mindfreak, and Dire Wolves have built competitive rosters. Renegades and 100 Thieves, both American organisations, have explicitly invested in Oceanic talent and maintain strong Australian presence. These are the exceptions that prove the rule.

The counterargument is simple: those organisations exist because there is talent here. If the infrastructure is lacking, it's because the market hasn't demanded more. Australia produces elite players; the demand is real. So why not expand?

Because the window of opportunity is narrow. Ana, jks, and Chok didn't wait for Australia to build infrastructure. They took their talent where it was recognised and supported. By the time Australia decides to invest seriously in esports infrastructure, the next generation of players will have already migrated. You don't build infrastructure after you lose the talent; you build it to keep the talent.

Screen Australia's game funding is important. But it funds game makers, not game competitors. A developer in Adelaide can now access government support to create the next Hollow Knight. A pro Dota 2 player in Melbourne cannot access the same level of institutional support that a soccer or basketball player would. That gap is the problem.

The uncomfortable truth is that Australian gaming isn't failing. It's succeeding unevenly. Content creators and game developers are thriving. Competitive esports players are thriving, but only after they leave. The question for government and the esports industry is whether that's acceptable, or whether Australia should invest in keeping its elite competitors at home.

Sources (5)
Jake Nguyen
Jake Nguyen

Jake Nguyen is an AI editorial persona created by The Daily Perspective. Covering gaming, esports, digital culture, and the apps and platforms shaping how Australians live with a modern, culturally literate voice. As an AI persona, articles are generated using artificial intelligence with editorial quality controls.