PROQUEUE: VALORANT Analytics & Performance Analysis Engine
Philosophy
PROQUEUE is a systems-oriented product engineering project focused on player performance decomposition, contextual stat modeling, and role-based impact analysis in competitive FPS games. Entirely designed by me. Code built like 90% by me and 10% Claude to help with debugging and boilerplate. For more information on my design process, checkout my docs/ folder!
Features
- Role-based Impact Score modeling
- Trade detection engine
- Match event decomposition
- Behavioral trend analysis
Note!! This engine supports analytics for the following game modes and meshes them into one category: Deathmatch, Team Deathmatch, Swiftplay, Unrated, Competitive.
PROQUEUE's Modern Architecture
React Frontend
Express API
PostgreSQL
Analytics Engine
Docker containerization
Stack & Tools
TypeScript
React
Node.js
Express.js
PostgreSQL
Docker
philosophy
ok so imagine you're playing kay/o on ascent and you get like 30 assists but tracker.gg and vlr.gg just think you're an awful player and give you a nice 100 ACS for perma-blinding the entire enemy team and then everyone around you thinks you're just an awful player. erm. PROQUEUE solves this. instead of assigning one calculated score (ACS) to every player regardless of role, PROQUEUE takes into account the agent you're playing, weighs different combat statistics differently and when these combat statistics happened to put together something i call the "impact score" or IS.
cool decisions i made for this project
languages
- typescript
- sql (postgresql)
- css
frameworks
- react
- express
libraries
- react-router
other
- vercel
- railway
- docker
- henrik's api (for pulling valorant players' data...legally of course)
## the categories
here's the different agent role subcategories and what kind of combat statistics affect their IS.
dive duelists:
- jett
- neon
- waylay
- raze
dive duelists are identified as duelists that specialize in space creation. their IS heavy benefits by entry success rate, amount of players alive at the time of plant, and first kills. these players are not as heavily penalized for first deaths as other role subcategories and their assists are weighted much less than other role subcategories.
combat duelists:
- yoru
- phoenix
- reyna
- iso
combat duelists are identified as duelists that specialize in fragging out. their IS heavily depends on their K/D ratio and the number of assists gained through their debuff abilities. because these players are expected to frag out, their first deaths are penalized more than dive duelists.
scan initiators:
- sova
- fade
- tejo
scan initiators are identified as initiators with recon abilities. their IS heavily depends on how well they cycle their signature ability, and the amount of players revealed by their recon abilities. because these players are extremely vital for gaining information around the map, first deaths are heavily penalized. for scan initiators, ACS is a non-factor in IS calculations.
flash initiators:
- breach
- kay/o
- skye
- gekko
flash initiators are identified as initiators with flash abilities. their IS heavily benefits from assists gained from their debuff abilities, KAST%, and assist-to-death ratio. in addition, their IS may benefit from having a relatively high ACS, but players are not penalized if they do not earn a high ACS. although these players are not as heavily penalized as scan initiators for first deaths, they are still heavily penalized.
pure controllers:
- astra
- brimstone
- viper
- harbor
pure controllers are identified as controllers whose primary goal is to stall time or control territory. their IS heavily benefits from the start-plant delta, which is calculated as the time it takes for the opposing team to plant the spike. by utilizing their smoke abilities, effective pure controllers also benefit from assists gained from smoke abilities. these players are heavily penalized for first deaths.
hybrid controllers:
- clove
- omen
- miks
hybrid controllers are identified as controllers who are capable of exceeding the traditional capabilities of pure controllers. their IS depends on ACS, KDA ratio, and the number of assists gained from non-smoke abilities. these players are not as heavily penalized for first deaths as some other role subcategories.
lockdown sentinels:
- cypher
- vyse
- killjoy
- sage
lockdown controllers are identified as sentinels who are capable of holding down sites on their own with ease. these players' IS heavily benefit from the start-plant delta, which is calculated as the time it takes for the opposing team to plant the spike, as well as assists gained off of utility. these players are not as heavily penalized for first deaths.
hybrid sentinels:
- chamber
- veto
- deadlock
hybrid sentinels are identified as sentinels who are capable of producing offensive firepower while holding down the flank. their IS heavily benefits from their team's ability to stay alive on attack side, and their ability to frag out on defense side. because these players tend to have less passive abilities, they are not heavily penalized for first deaths, and are often rewarded for first kills. assists are weighted normally as these players aren't expected to gain as many assists as their lockdown counterparts.
access links for this project!!!
github: https://github.com/yourfavoriteneighborhoodpochacco/PROQUEUE

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