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Daria Anokhina currently available

Nexus CS2

A platform connecting players, coaches, and teams in the North American Counter-Strike 2 competitive scene.

Role Product Designer
Timeline 4 weeks (MVP)
Platform Web & Mobile
Responsibilities UX Research, IA, UI, Design System
Nexus CS2 hero screen

I played CS2 competitively in the North American scene and experienced the recruiting problem firsthand - no filters, no structure, just Twitter posts and Discord servers. Nothing on the market solved this. That became the brief.

Building the missing layer for competitive CS2.

Platforms like FACEIT (the leading competitive matchmaking platform for CS2) help players compete. They don't help players connect.

Design a dedicated space for the North American competitive CS2 scene, where players, coaches, and teams can find each other based on skill, availability, and goals instead of scattered Discord servers and Twitter threads.

Before opening Figma, I interviewed 33 people across three groups.

I spoke with 20 players, 4 coaches, and 9 team captains to understand how they currently found teammates and where the process broke down.

14 of 20 players

Finding the right people was harder than finding people.

Players struggled to find teammates with matching skill level, availability, and goals.

4 of 4 coaches

Coaches had no way to build visibility.

There was no structured way to showcase expertise and reach teams outside their personal network.

6 of 9 captains

Recruitment depended on referrals.

Captains relied on personal recommendations due to a lack of better alternatives.

These findings weren't new to the community. Players were already talking about them publicly.

Twitter post showing complaints about the recruiting problem Nexus was built to solve
109 likes on a complaint about the exact problem Nexus was built to solve.
Twitter post from Noah Ka'ai about finding teammates
Players using Twitter to find teammates and teams.

The interviews defined three design goals.

Find relevant connections faster

Match by skill, availability, and goals - not by who posted last.

Build trust at a glance

Profiles should answer the key questions before anyone sends a message.

Remove recruitment friction

Evaluate, decide, connect - without back-and-forth.

These three findings shaped the core design decisions.

This is where research became design.

Card structure came from research

Players named three recurring blockers: skill mismatch, timezone, and different competitive goals. Each became a visible field on every listing card - so users could assess compatibility before opening a profile.

Balancing depth and simplicity

I wanted listings detailed enough that no questions remained after reading one. But every extra field is friction. The solution was grouping fields logically so the form felt like a conversation, not paperwork.

Finding relevant results faster

Filtering by type and division scopes the results instantly. Select Player and Main - only matching listings appear. Each card reflects the active filters through color tags, so you can scan compatibility without opening a profile.

Nexus cards design showing the main profile fields

Each card surfaces what matters most - league, timezone, roles, and contact. Filter by type and division - only matching listings appear, reflected through color tags on each card.

Four core features built for launch.

Smart Discovery

Filter by rank, role, region, timezone, league, and competitive goals.

Structured Profiles

Showcase achievements, roles, availability, and social links in one place.

Three months after launch, I identified a second problem worth solving - not about finding people, but about managing who you play with.

Watchlist

FACEIT shows your entire friends list with no way to focus. When you need a fifth player quickly, that's friction. Nexus lets you group teammates and see at a glance who's online or played recently.

Avoid List

FACEIT gives you five blocks. At high or low ELO the player pool is small and the same people keep appearing. The avoid list gives more control - a personal record of who to watch out for, with ban history surfaced alongside it.

Nexus form screen showing the streamlined profile form

The form players, coaches, and teams fill out to post a listing.

Nexus player card opened to show the full profile

Every listing expands into a full profile - roles, contact links, and an open field for anything that doesn't fit a dropdown.

Nexus watchlist screen showing saved players and recent activity

Watchlist and Avoid List work the same way - add a player, see when they last played.

Nexus landing page showing the first screen users see

The first screen users see - what Nexus does and how to get started in two clicks.

The beta launched to the North American CS2 community with an initial focus on ESEA league players.

100+

Users registered in the first week

14

LFT posts created on launch day

75%

Positive feedback from post-launch interviews

6

Players reached out personally to share they found a team or connected with one

Players reached out personally to share they found a team or connected with one.

Dust2.us Picked up by Dust2.us, one of the leading CS2 news outlets in North America. Read the article

I came into this project knowing the problem — I'd experienced it myself.

But research made it specific. Talking to players, coaches, and captains showed me that the same frustration looked different depending on who you were and what you needed.

The post-launch features followed the same logic. Not planned, not from a roadmap - just from noticing a gap that only became visible once the product was live.

Knowing that people are actually using Nexus to find teammates and build teams in the NA scene - that's what made this project worth doing.

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Take a look at two more projects

If you want to keep exploring, these are two other projects I worked on.