Quake Champions dates back to as early as 2013, where I was responsible for programming the earliest prototypes on the Quake Live engine. The prototype contained all of the core aspects of what the game was going to become: champions with different health, armor, and speed, both active and passive abilities, and experimenting with different types of weapon balance. Some of the prototype champions even made their way into the full game, with abilities intact.
In addition to the stats site, I was responsible for creating reports and dashboards for use by our team for internal purposes. I typically would receive ad-hoc questions about topics like retention or player behavior, and developed reports based on what data we have available.