Unite Stadium
A hub created to connect competitive esports players, teams and organizers through a more structured and professional experience. The platform brings together player profiles, team pages, competitive tools, tournaments and educational content to support talent discovery, team formation and community growth. As cofounder, Product Designer and front-end developer, I work from product definition to interface implementation, bringing strategy, experience and development closer together to transform a fragmented competitive scene into a clearer, more accessible and scalable ecosystem.
A project that connected teams, continents, and professionalized players
UniteStadium launched to meet a need in the competitive Pokémon Unite scene. Within one year of launch, it helped form more than 400 competitive teams for the 5-player game. The platform was a major success in Japan, which today brings a flow of 1,000 monthly recurring users.
Responsibilities
- Product Design
- Front-end Development
- Roadmap Definition
Goals
Validate the product within a specific niche.
Build a loyal user base for future features.
Be the #1 tool for esports teams.
My role
I am the co-founder of the project together with Rafael Vilarinho (back-end developer). We built the project in our free time. Both of us use the project as a playground to test our knowledge and new market practices. I am responsible for designing, validating new features, and staying close to users within the community of the game chosen for product validation. Together with Rafael, I structure our roadmap.
How do you search for a new team member?
Problem
Teams didn't know where or how to find a new member when someone left or while forming the team.
How we solved it
We added features to complement the player profile with the following information: available training hours, primary and secondary positions, previous teams, titles won, skill tier list for each character, and contact methods.
This allowed teams to use filters to find players who better match the team's profile.
How can we offer useful tools for training sessions?
Problem
Players relied heavily on conversation and whiteboard charts during training, with little visual support.
How we solved it
To support this technical training scenario, we developed 2 tools for use during practice: one to simulate character pick order, a critical phase in competition, and another to support evaluating tactics and situations.
Players from around the world, including world champions, use the tools we built before decisive matches and daily during training.
How can we encourage players to look for teams?
Problem
There was a heavy dependency on teams being the only ones able to find players, while the reverse was very limited.
How we solved it
We created a team page where the team can manage its members and register open spots, training schedule, and other information.
This made it possible for players to search for teams as well, encouraging mutual connection and the exposure of each team's titles and roster, increasing their authority in the competitive scene.
Quantitative Impact
- +1.100
- Registered Users
- +2.000
- Monthly Visitors
- +17%
- Monthly Growth
Qualitative Impact
Users from every continent.
Professionalized casual players.
Quality of life for coaches and managers.
Other assets
In retrospect
From this project I learned that building in public works for solo devs, because it greatly expanded the platform's reach. I also learned that starting a product with other languages and compatibility with other ways of seeing interfaces in mind, as is the case with Eastern culture, is very important to foster the product's reach.
The only thing I would do differently is add a feedback button and ongoing research from day one.
This changed my practice in the sense that being close to users day to day is fundamental for the healthy evolution of a project, and that building a project in public is a great experience. Being recognized by users online or at in-person events is essential.
Other cases