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The idea was to translate the competitive intensity of Counter-Strike into an immersive editorial interface. Sometimes dense content (teams, players, stats, tournament context) had to be made readable, while keeping a strong art direction. The project also served as a testing ground for advanced visual effects and real-time interactions.



We structured the experience around several narrative blocks: an introduction to the Major, a look at the teams and players, and a focus on iconic elements of the game. The research phase was central to selecting solid references and adapting them to the project. That is how we developed player cards inspired by collectible cards, a smoke render referencing the game's smokes, and a visual progression designed to follow the scroll.



Technically, I mainly contributed front-end interactivity and visual effects: a 3D CSS effect on the player slider, JS/CSS hover animations, the integration of an animated 3D knife model on scroll, and work on the smoke render. The result is visually strong and consistent with the CS2 universe.
The prototype's acknowledged limits are the smoke simulation's performance on modest machines and the lack of a fully usable mobile version, for lack of time on this iteration.



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