@orangutan_gg 🧡 | Glory Glory Man United ❤️ |

Joined April 2022
59 Photos and videos
Yash Bhanushali🦧 retweeted
RUTURAJ GAIKWAD ON SANJU SAMSON. [CSK YT] "3 years ago Sanju asked me how is Mahi bhai? How's the environment of CSK ? Will you be the next Captain? I just told him that I don't care about Captaincy, I just love to play here, culture & atmosphere. In fact Saju told me that - I don't want to come in a situation where I come there & I want to be the Captain. I want to play under you, it is your team. I'm happy to be there just as a player but whenever I get an opportunity I would definitely love to come there".
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Yash Bhanushali🦧 retweeted
6 Dec 2025
After PMGC, Content Becomes the Convenient Villain Opinion | ✍️ Rishabh KS Orangutan finishing 35th and True Rippers 36th at PMGC 2025 has triggered a familiar reflex in Indian esports: blame the content. Indian esports has found a new scapegoat: content. The argument is simple and viral: players streamed too much, grinded too little. It fits neatly into a quote-tweet but badly reflects how this ecosystem was built. India’s BGMI/PUBGM scene grew big because pros also became creators. Content brought viewers, viewers brought brands, and brands funded tournaments and salaries. The same streams now blamed for losses created the opportunities fans are upset about. From a distance, it’s easy to slow down a VOD, circle a bad rotation, and say “could’ve” and “should’ve” if only they’d taken it more seriously. Inside the booth, the trade-offs are messier: travel, prep, stage pressure, nerves, all under a camera that never switches off. Content can hurt performance when unmanaged, but that’s a systems problem, not a character flaw. The sharper questions are about structure, not sacrifice. Are orgs and players setting clear limits on content during key tournaments? Is there staff to handle editing, uploads, and sponsorship deliverables so players aren’t doing everything themselves? Until those answers improve, blaming “too much streaming” remains the easiest but laziest take. More often than not, the BGMI side of IGC is involved in some controversy or dispute. Until the people in power handle things privately and professionally instead of making a public mess, especially when players are involved, the community will just find a new excuse in 2026.
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RT @orangutan_gg: iQOO Orangutan is set to represent India on the global stage after four years. We extend our sincere gratitude to the Go…
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Boys are waiting for their iPhone 17 Pro Max's @irushi 🫡🇮🇳
Whichever team wins BMSD today, I’ll gift each player the World’s Best Esports / Gaming Devices Who do you think it’ll be? OG? Soul? K9? Or GODL miracle run? #BMSD
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Yash Bhanushali🦧 retweeted
17 Oct 2025
iQOO Orangutan in 2025🦧🧡 #4 - ESL PRO SERIES #3 - BGIS #1 - iQOO BATTLEGROUND SERIES 🏆 #1 - BMSD 🏆 From being trophyless and trolled, to winning two major LANs and now representing India on the global stage. This might just be one of the greatest storylines in BGMI history.
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Yash Bhanushali🦧 retweeted
Jo mehnat karte hain, uparwaala bhi unke saath deta hai🧡🧡🦧🦧
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Yash Bhanushali🦧 retweeted
#OperationSindoor on the games field. Outcome is the same - India wins! Congrats to our cricketers.
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Yash Bhanushali🦧 retweeted
This Bill, passed by both Houses of Parliament, highlights our commitment towards making India a hub for gaming, innovation and creativity. It will encourage e-sports and online social games. At the same time, it will save our society from the harmful effects of online money games.
The Promotion and Regulation of Online Gaming Bill, 2025 passed by the Parliament. The Bill takes a balanced approach – promoting what’s good, prohibiting what’s harmful for middle-class and youth. Here’s a quick explainer 👇🧵
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Yash Bhanushali🦧 retweeted
Sharing the clarification issued by #nazara earlier today on media reports related to the proposed gaming bill #gaming #India
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Yash Bhanushali🦧 retweeted
10 Aug 2025
Congratulations, Team Orangutan! 🏆 Hats off to all the teams for putting up a fierce fight. 💪 #iQOOBattlegroundsSeries #QuestForGlory
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Yash Bhanushali🦧 retweeted
28 Jul 2025
“Had the pleasure of meeting @OGYashB . Learned a lot from our conversation — truly a great experience. Looking forward to working with him in the future!”
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What an end to BMPS. So many new teams and players unearthed! BGMS and franchise just got a lot more interesting! Team Aryan to EWC is what dreams are made of.
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Did they not win back to back officials? There's gotta be something seriously wrong here Its heartbreaking to see
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Yash Bhanushali🦧 retweeted
30 May 2025
ApeCity - @orangutan_gg’s brand new home for gamers. 🖥️ 31 high-end gaming PCs 🎮 9 PlayStation 5s 🏎️ A full racing simulator setup ☕ An in-house café – Chug and Chow – because every gamer deserves great food and vibes Come visit ApeCity. First Gaming Hour is on the house!
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Roster changes everywhere but we stick by our players through thick and thin, through wins and losses. Esports is such a fickle industry for players these days. Teams dont last long, organization's change players left right and center. No loyalty no patience.
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Yash Bhanushali🦧 retweeted
BIG NEWS 🚨 Indian Govt on Trump’s mediation offer on Kashmir -- "We don't want anyone to MEDIATE. We don't need anyone to MEDIATE." [ANI] "There is only one pending issue the return of PoK to India. No Talks No Mediation" [ANI] EAM Jaishankar told Marco Rubio: "We will HIT the terrorists in Pakistan, and there should be no DOUBT about it" [ANI]
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Yash Bhanushali🦧 retweeted
The world must show zero tolerance for terrorism. #OperationSindoor
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Looking for a T1 coach/analyst/mentor for our BGMI lineup. Suggest names except ayogi/xypex/vedzz. Looking for someone who is driven and has T1 experience Happy to talk to people from India or abroad HMU or reach out to Prem- 919769066036
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Yash Bhanushali🦧 retweeted
Media Release - Reliance to Partner with BLAST for Esports Business in India - Reliance and BLAST will partner to operate and create market leading IPs in India and bring leading global IPs of BLAST to India for fans, players and brands - BLAST works with the world’s biggest game publishers in Epic Games, Valve, Riot Games, KRAFTON and Ubisoft to create leading global esports properties. The JV’s ambition is to attract top tier titles and events in the future Mumbai (India), April 02, 2025: RISE Worldwide Limited (“RISE”), a wholly-owned subsidiary of Reliance Industries Limited (“Reliance”), and BLAST Esports Limited (“BLAST”), a wholly-owned subsidiary of BLAST ApS, today announced an agreement to form a joint venture to conduct esports business in India. India is the fastest growing gaming market with a massive gamer base of more than ~600 Mn (18% of the total gamers globally). India’s gaming market is projected to grow at a CAGR of ~19% to reach US$ 9.2 Bn by 2029 from US$ 3.8 Bn in 2024. The global esports market is expected to grow to US$ 16.7 Bn by 2033 from US$ 2.8Bn in 2024, exhibiting a CAGR of ~22%. India esports market is in nascent stages and is expected to be a high growth market. The Government of India has officially recognized esports in the country by declaring it as a part of the "multi-sports event" category. The strategic partnership will help to accelerate this growth by bringing BLAST’s globally recognised esports properties and production techniques to India while co-creating new tournament IPs tailored to the fast-growing gaming market. BLAST is a European-based esports entertainment company and one of the biggest tournament organisers in the world. BLAST works with the world’s best game publishers and brands to elevate their properties into world-class esports experiences. These events unite top-tier teams and the biggest stars in the scene as they compete for glory and multi-million dollar prize pools, with arena stops in 2025 set for vibrant cities like London, Singapore, Austin, and Rio. BLAST is known for its unparalleled production quality and game changing fan-first moments. BLAST events are forecasted to generate 2 billion views in 2025, reach global audiences in 150 territories and broadcast in 30 languages. BLAST currently works with leading game publishers such as Epic Games, Valve, Riot Games, KRAFTON and Ubisoft to produce, market and deliver esports for popular titles in Rocket League, Fortnite, Rainbow Six, PUBG, Dota 2 and Counter-Strike 2 - with all titles having a combined active monthly player base of 350 million. BLAST is best known for its unparalleled production quality and game changing fan-first moments. Bringing together the best teams and biggest superstars to fight it out for glory and multi-million dollar prize pools. The strategic partnership will form a new JV entity and it will bring together BLAST’s esports media production expertise, publisher relationships, wide suite of highly popular IPs, and Jio’s technology expertise, unparalleled distribution reach, and local relationships to host these events on the JioGames platform for sustainable growth and innovation in the industry. The JV will cater to the entire esports spectrum: -Services to publishers and sponsors -End-to-end tournament management -Targeted marketing -Production and broadcasting
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