Turning match history into player intelligence.
We designed and built an interactive League of Legends dashboard that connects one 100-match snapshot to trends, filters, relationships, sessions, and source-linked match detail.
View live concept ↗
The data was available. The story was buried.
A player profile can hold rank, champion history, individual games, sessions, teammates, opponents, and dozens of performance signals. The challenge was not adding another statistic. It was helping someone understand what those records mean together.
We set out to make the first five seconds useful, then keep deeper evidence close for anyone who wanted to investigate a trend, teammate, champion, session, or match.
The selected match set drives the headline metrics, trend canvas, recent form, champion performance, sessions, relationships, and match history together.
One analytical system from overview to evidence.
The interface begins with the player, then gives every filter and deep-dive a clear relationship to the same imported match set. The result feels dense because the subject is dense, but each layer has a defined job.
Every conclusion stays close to the supporting evidence.
Compact controls keep the overview fast to scan. When someone wants more context, the same visual system opens a focused evidence workspace without losing the selected player or match set.
A reusable deep-dive brings performance, both team rosters, item evidence, runes, and source coverage into one focused workspace.
Together and against views separate shared performance from opponent history, so frequent names become useful analytical context.

Dense information, without a squeezed desktop.
The compact desktop navigation becomes a full-width mobile menu. Player identity, range controls, filters, tables, and deep dives reflow into a purposeful single-column reading path.
Horizontal rails remain only where comparison needs them, while the page itself stays contained and every primary control remains reachable.
Show what the source supports. Leave the rest unavailable.
The concept uses the newest 100 visible Ranked Solo match cards captured from OP.GG on August 26, 2026. Result, champion, KDA, CS, duration, items, rosters, opponents, and source labels remain connected to those imported games.
Per-match LP movement, damage, gold, and timeline events were not present in the source cards. The interface labels those fields as unavailable instead of replacing them with zeroes or invented values.
The goal was not more data. It was a faster path to a useful conclusion.

Brendan Collins
Brendan led the product strategy, information architecture, UX/UI design, data presentation, and front-end build for the player-intelligence concept.
The key judgment was deciding which facts could be shown directly, which patterns could be derived from the selected match set, and which values had to remain unavailable.
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