About
Free-to-play AAA team-based shooter with a massive player base, ever-expanding roster of historical vehicles, stunning graphics, spectacular locales, and orchestral scores.
My Responsibilities
For the 6 years of full time work on World of Tanks, I led the design of features from concept to execution, ensuring consistent branding, high production quality, and timely delivery. During my time in this role, I led teams of 2 to 4 designers and artists, contributing to and iterating during design sprints and providing feedback in design critique sessions.
I utilized my skills in UX/UI design, including wireframing, information architecture, user flows, and high-fidelity prototypes, while contributing to the game’s design system by creating UI kits and illustrations.
I closely collaborated with user researchers, developers, artists, and producers to define and deliver features that enhanced key KPIs, such as engagement, retention, and monetization. I designed and delivered features that became the foundation of new player engagement, such as boot camp, in-game wiki, mode selector, advanced tooltips, and more. Additionally, I worked on co-op game modes and annual events like Halloween, which featured strong narratives and contributed to increased game revenue.
Here is an overview of some features that I work as a Lead UX/UI Designer
Bootcamp 2.0 (FTUE)
This feature reinvents the in-game onboarding experience by introducing an interactive system of tips and tutorials for both newcomers and seasoned tankers. It provides a step-by-step crash course on game basics, covering everything from the Garage interface to combat tactics and maneuvers.
The main goal of this feature was to increase retention for newcomers and implement a new funnel strategy. After this feature was released in version 9.19.1, it significantly increased KPIs and received positive feedback from the players.
My responsibilities included collaborating with the producer, designing user flows and wireframes, and creating all the illustrations with hints and icons for in-game tips.

After the first mission, which teaches players basic actions, they are taken to the first vehicle selection screen that I designed and illustrated with a World War II theme to immerse them in the narrative.
This 2D variant was made because the development team didn't have enough time to implement a 3D scene in this section of the game. It was changed with the 2.1 update of the bootcamp.

I also designed and illustrated a set of loading screens that explain the game mechanics.

The animated hints were created for the in-game HUD.



Manual
This feature was aimed to help newcomers find all of the information inside the game.
I was responsible for managing a team of artists to create a set of tutorial screens. I also prepared the layout and all of the needed icons.


You can find a more detailed overview on my Behance page.
Mode selector 2.0
The main goal of redesigning the game mode selection was to present all game modes on a separate screen, unlike the previous dropdown list.
As the UX/UI lead and owner of this feature, I collaborated with a team of three UX designers and a development team. I conducted research and testing in the internal UX lab. After receiving qualitative feedback, I developed the following solution, which was implemented in the game.


For more details on the responsive grid with game modes, you can visit my behance page.
Halloween event 2018
One of my favorite projects during my time at World of Tanks was designing the Halloween events. The 2018 Halloween event had more arcade mechanics and a spooky vibe.
I was responsible for the UX/UI design of the event progression and some HUD elements. Additionally, I supervised an artist to create artwork that illustrated the narrative of the event.




Event hud



Halloween event 2020
After a successful experiment in 2018 with an entirely new PvE gameplay, our team continued working on the event. However, due to ambitious plans and technical challenges, the next event was postponed from 2019 to 2020.
Building upon the AI technology from the previous Dark Front (Halloween '18) event, Mirny-13 represented a new step for the entire World of Tanks product, featuring a more engaging narrative, unique game assets, and mechanics.
I worked on the meta progression part, result screens, event tokens shop, as well as the HUD and minimap.








List of features I worked on and delivered:
FTUE and Bootcamp
Linked set (mission progression)
Manual
Advanced tooltips
Halloween event 2018 (Meta/HUD)
Halloween event 2020 (Meta/HUD)
Halloween event 2021 (Meta/HUD)
Historical event (Meta)
Mode selector 2.0
General Game Modes info pages and videos supervising
Accessibility (Color blindness support)
Additional features I contributed to:
Crew 2.0 (meta/HUD)
Tactical training (game mode)
Post battle result screen
and more unreleased features