Two years of application development for competitive scouting
This article will describe what I’ve been up to for the last 2 years. As a data analyst, it can be difficult to show off and be proud of your work outside of the few who recognise your efforts internally. As well as giving myself an opportunity to collate and appreciate what I’ve achieved, I also wanted to create a window into how Tier 1 esports organisations may handle competitive scouting.
Being able to spend time doing something you love, with people you like, while being paid, is not an opportunity that comes along often. Before I get into the nitty-gritty, I’d like to shout out a few people out here for positively influencing my last two years in esports.
If you weren’t mentioned here, but we spoke more than once or twice, it’s likely you were a positive influence—I seldom interact with people when I don’t like them!
Well, the obvious answer is because I’m now allowed to—but the more nuanced answer is that things have changed. Over the last two years, the availability of competitive data has bred large amounts of self-made applications by budding professional Data Analysts. When I started in 2018, it was unlikely you ever heard a peep of the things other analysts were working on, never mind visibility into the complete workflow they provided.
Now, however, if the space wants to grow, then collaboration needs to take place in one way or another. Recently, Beora shared his entire portfolio on stream to do just this! Inspiring each other to add and change relatively similar tools should advance usability and helpfulness.
How can we possibly collate all scouting data into something meaningful?
I think many people who first look at “the scouting problem” think it’s easy enough.
You’ve got four domains where games may originate from (SoloQ, Scrims, Competitive, ChampionsQ). You’ve got their respective data sources. How hard can it be?