Best for
Game developers and esports platform builders who need a player stats UI fast
Stack
A ready-made Gaming Dashboard UI you can fork, run, and customize with the prompt pack below.
What's actually inside
The honest engineer's breakdown — what the Gaming Dashboardtemplate does, how it's wired, and where it's opinionated.
The Gaming Dashboard centers on a Player Stats Card that shows an avatar, username, rank badge, and win/loss/KDA summary in a single hero block. Below it you get a Match History Table (shadcn/ui Table with date, mode, result, duration, score columns) and a Performance Trend Chart — a Recharts LineChart that plots win rate or score over the last N matches so you can see momentum at a glance.
Supporting those main sections, a Top Stats Row shows four KPI cards (kills, deaths, assists, average score) and a Rank Progress Bar (shadcn/ui Progress) shows how many points a player needs until their next rank tier. An Achievement Badges grid using shadcn/ui Badge rounds out the UI with unlocked milestone indicators.
Honest caveat: all data is hardcoded mock JSON on first fork — the Performance Trend LineChart in particular can appear flat when the value range is small (e.g. win rates between 48% and 52%), because Recharts defaults the Y-axis to 0–100. You'll want to fix the YAxis domain before showing real player data. The template also has no mobile-breakpoint optimization on the badge grid, so it wraps awkwardly on small screens out of the box.
Key UI components
Player Stats CardHero card with avatar, username, rank badge, wins/losses/KDA
Match History Tableshadcn/ui Table listing match date, mode, result, duration, score
Performance Trend ChartRecharts LineChart for win rate or score over recent matches
Rank Progress Barshadcn/ui Progress showing points earned toward next rank tier
Top Stats RowKPI cards for kills, deaths, assists, average score
Achievement Badgesshadcn/ui Badge grid displaying unlocked achievements
Libraries it leans on
rechartsPerformance trend line chart and any future sparklines in the match table
date-fnsMatch duration formatting (MM:SS) and relative date labels in the history table
Fork it and get it running
Forking takes about 5 minutes in the browser — no local setup required. Follow these steps to go from the community preview to a deployed Vercel URL.
Open and Fork
Go to https://v0.dev/chat/community/I9jYyVjRNbs in your browser. You'll see the live preview with mock player data. Click the 'Fork' button in the top-right corner to copy the project into your own V0 account. V0 will create a new chat project with all the source files included.
Tip: You need a free V0 account. Sign up at v0.dev if you don't have one — it takes under a minute.
You should see: A new V0 project opens with the Gaming Dashboard source code and preview loaded.
Brand it in Design Mode
Press Option+D (Mac) to open Design Mode. Update the color scheme to your game's brand colors — change the accent for rank badges and chart lines. Replace the placeholder player name and avatar URL in the Player Stats Card. Edit the achievement badge labels to match your game's milestones. Design Mode changes consume no credits.
Tip: Use a dark palette if your game has one — the neon purple/zinc-900 combo in the prompt pack converts well for esports audiences.
You should see: The preview shows your brand colors, a real player name, and updated badge labels.
Wire in Your Data Source
Type a prompt in the V0 chat: 'Replace the static match history array with a Server Component fetch from /api/matches?playerId=1 that returns the match history JSON.' V0 will generate a Next.js App Router route handler at app/api/matches/route.ts and update the dashboard to consume it. You can supply mock JSON in the route for now and swap it for a real DB later.
Tip: Keep the API response shape matching the existing fields (date, mode, result, kills, deaths, assists) to avoid type errors.
You should see: The Match History Table and Performance Trend Chart now pull from the /api/matches route instead of hardcoded data.
Add Credentials in the Vars Panel
Click the Vars panel icon in the V0 toolbar. Add your game API credentials (e.g. GAME_API_KEY) or DATABASE_URL here. Never paste secrets into the chat — V0 logs chat history. Variables added in Vars are injected as environment variables and will carry over when you deploy to Vercel.
You should see: Your API key is available as process.env.GAME_API_KEY inside route handlers without being visible in the source code.
Publish to Production
Click the Share button in the V0 toolbar, then select Publish → 'Publish to Production.' Vercel builds and deploys your Next.js project in under 60 seconds. You'll receive a live Vercel subdomain URL (e.g. gaming-dashboard-xyz.vercel.app). Share this with playtesters or embed it in your game's web portal immediately.
You should see: A live URL is shown. Opening it loads the Gaming Dashboard with your branding and data wiring.
Attach a Custom Domain
In the Vercel Dashboard, go to your project → Settings → Domains. Add your custom domain (e.g. stats.yourgame.com), follow the DNS instructions Vercel provides (usually a CNAME record), and Vercel issues an SSL certificate automatically. If any environment variables use NEXT_PUBLIC_ prefixes, update them and redeploy.
Tip: DNS propagation can take 5–30 minutes depending on your registrar.
You should see: Your Gaming Dashboard is live on your own domain with HTTPS.
The prompt pack
Copy-paste these straight into v0's chat to customize the Gaming Dashboardtemplate. Each one names this template's own components — no generic filler.
Apply a dark esports theme
Applies a dark esports color scheme across every section of the dashboard with consistent win/loss color coding.
Switch the entire Gaming Dashboard to a dark esports theme. Set the background to zinc-900 and use neon purple (#7C3AED) as the accent color for rank badges, the Rank Progress Bar fill, and the Performance Trend LineChart stroke. In the Match History Table, color the result column green-400 for wins and red-500 for losses. Change the Player Stats Card background to a gradient from zinc-900 to purple-950.
Add a KDA sparkline column to the match table
Embeds a small trend indicator in each match row so players see their KDA pattern without opening a separate chart.
Add a mini Recharts LineChart sparkline column to the Match History Table showing the KDA ratio for the last 5 matches displayed inline in each row. Use a fixed height of 40px, remove all axes and tooltips for a clean inline look, and source the KDA values from the existing kills, deaths, assists fields in the match data.
Add search and filter for match history
Lets visitors filter the Match History Table by game mode or player name without a page reload.
Add a shadcn/ui Input above the Match History Table for player name search and a shadcn/ui Select for game mode filter (e.g. 'All Modes', 'Ranked', 'Casual', 'Tournament'). Filter the table rows client-side so only matching entries show. Add a 'Clear Filters' Button that resets both the Input and Select to their default states and restores all rows.
Add a leaderboard side panel
Adds a contextual leaderboard drawer without navigating away from the player stats view.
Add a 'Leaderboard' Button in the top nav next to the Player Stats Card. Clicking it opens a shadcn/ui Sheet from the right side. Inside the Sheet, render a shadcn/ui Table fetching the top 20 players by win rate from /api/leaderboard; include columns for rank number, username, win rate %, and total matches. Highlight the current player's row with a purple-950 background if they appear in the top 20.
Connect to Supabase for live player data
Replaces all mock data with live Supabase reads so the dashboard shows real player stats.
Install @supabase/supabase-js. Create two Supabase tables: players (id, username, rank, avatar_url) and matches (id, player_id, mode, result, kills, deaths, assists, played_at). Add NEXT_PUBLIC_SUPABASE_URL and NEXT_PUBLIC_SUPABASE_ANON_KEY to the Vars panel. Fetch player data in a Server Component using supabase.from('players').select().eq('id', playerId).single() and match history using .select().order('played_at', { ascending: false }).limit(20). Pass data to the Player Stats Card, Match History Table, and Performance Trend Chart.Add real-time match updates via Supabase Realtime
Turns the Gaming Dashboard into a live leaderboard that updates as match results arrive in the database.
After wiring the basic Supabase data fetch, add a client-side Realtime subscription in a 'use client' component: supabase.channel('matches').on('postgres_changes', { event: 'INSERT', schema: 'public', table: 'matches', filter: 'player_id=eq.1' }, (payload) => setMatches(prev => [payload.new, ...prev])).subscribe(). The Match History Table and Performance Trend LineChart should update live as new match rows are inserted, without any page refresh.Gotchas when you extend it
The failures people actually hit when they push this template past its defaults — and the exact fix for each.
Recharts LineChart shows performance trend as flat lineWhy: Player stat values (kills, win rate) may have a narrow range that Recharts rounds, making even real variation appear as a flat line when the Y-axis defaults to 0–100.
Fix: Set the Recharts YAxis domain to ['dataMin - 1', 'dataMax + 1'] and add type='number' on the YAxis to force it to scale to the actual data range.
Set the Recharts YAxis domain prop to ['dataMin - 1', 'dataMax + 1'] so the Performance Trend LineChart has visible variation even for small value ranges like win rates between 48% and 55%.
Match duration shows as raw seconds instead of MM:SSWhy: date-fns duration formatting expects specific duration objects; raw seconds from a database passed directly to the table cell render as large integers like '2847'.
Fix: Add a duration formatter function: (seconds: number) => `${Math.floor(seconds/60)}:${String(seconds%60).padStart(2,'0')}` and apply it in the Match History Table cell renderer.
Add a duration formatter to the Match History Table that converts raw seconds to MM:SS format: (seconds: number) => `${Math.floor(seconds/60)}:${String(seconds%60).padStart(2,'0')}`.The component at https://ui.shadcn.com/r/styles/new-york-v4/avatar.json was not foundWhy: V0 may reference Avatar as a registry import that has been moved or renamed in the shadcn/ui new-york-v4 registry.
Fix: Run npx shadcn add avatar in your local project, or ask V0 to inline the Avatar using a standard img tag with rounded-full classes.
Replace the Avatar registry import with an inline img element using className='rounded-full w-12 h-12 object-cover' as the shadcn avatar package may not be in the current registry.
Rank Progress Bar shows 100% for all playersWhy: The shadcn/ui Progress value prop expects a 0–100 number; if the underlying rank_points field is not normalized to a 0–100 scale, Progress renders fully filled for everyone.
Fix: Normalize the value before passing to Progress: (currentPoints / pointsToNextRank) * 100.
Normalize the rank progress value to a 0–100 percentage before passing to the shadcn/ui Progress component: value={(currentPoints / pointsToNextRank) * 100}.Achievement Badges grid wraps awkwardly on mobile screensWhy: The badge grid uses a fixed number of flex columns without responsive breakpoints, so on screens narrower than 640px badges overflow or stack unevenly.
Fix: Change the badge container to flex flex-wrap gap-2 so badges wrap naturally, or use grid grid-cols-2 sm:grid-cols-3 md:grid-cols-4 for a structured responsive grid.
Update the Achievement Badges container to use flex flex-wrap gap-2 so badges wrap naturally on all screen sizes, and add a max-w-full to each Badge to prevent overflow.
Template vs. custom — the honest call
A forked template gets you far, fast. Here's where it holds up, and where you'll outgrow it.
The template is enough when
- Indie game player stats portal shipped in a weekend
- Esports tournament leaderboard MVP to show early users
- Game jam submission with a public-facing stats URL
- SaaS gaming analytics prototype to validate the UI before building the backend
Go custom when
- You need anti-cheat integration requiring server-authoritative match data validation
- In-game real-time telemetry streaming at sub-second intervals via WebSocket infrastructure
- Cross-game aggregation across multiple titles with unified identity
- Monetization UI (item shop, battle pass) requiring Stripe payment integration
RapidDev builds the full backend for your V0 gaming dashboard — Supabase schema, real-time subscriptions, leaderboard API — ready to wire to your game in 3–5 days.
Frequently asked questions
Is the Gaming Dashboard v0 template free to use?
Yes. All v0.dev community templates are free to fork. You need a free v0.dev account to fork and a free Vercel account to deploy. There are no licensing fees for personal or commercial use of the forked code.
Can I use this template commercially — in a shipped game or paid SaaS product?
Yes. The code V0 generates is yours to use commercially without restriction. shadcn/ui and Recharts are both MIT-licensed. Just don't redistribute the template itself on v0.dev community as your own original template.
Why does my fork break in V0 preview after I add Supabase?
V0's preview sandbox uses esm.sh to resolve npm packages. @supabase/supabase-js and @supabase/ssr sometimes fail to resolve through esm.sh with an 'Import Error | Failed to load from blob...' message. This is a sandbox limitation only — click Share → Publish to Production and test the actual Supabase connection on the deployed Vercel URL.
How do I replace the mock player data with real game data?
Prompt V0: 'Replace the static match history array with a Server Component fetch from /api/matches?playerId=1 that returns match history JSON.' V0 generates a route handler you can point at any database or game API. Add your API key in the Vars panel — never in the chat.
Can I connect this to a game engine like Unity or Unreal?
Yes via API. Create a route handler in the Next.js app that accepts POST requests from your game engine, writes match results to Supabase, and the Realtime subscription in the dashboard picks up the new rows instantly. The game engine calls your Vercel URL; no direct WebSocket connection to the dashboard is needed.
How do I add multiple player profiles instead of one fixed player?
Prompt V0: 'Add a dynamic route at app/player/[id]/page.tsx that accepts a player ID param and fetches that player's data from /api/player/[id].' Each player gets their own URL like /player/42, and the Gaming Dashboard renders their specific stats, match history, and rank progress.
Can RapidDev customize this template for my specific game?
Yes. RapidDev builds out the full backend — Supabase schema for players and matches, real-time subscriptions, leaderboard API, and your game's specific stat fields — and delivers a production-ready dashboard wired to your game in 3–5 days.
Outgrowing the template?
RapidDev turns v0 prototypes into production apps — real auth, database, and payments — at $13K–$25K.
Book a free consultation30-min call. No commitment.