UX/UI-Design

World of Tanks

World of Tanks is a free-to-play, triple A, massively multiplayer online game for PC.  The game has over 160 million registered players worldwide since the release in 2010.
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UX / UI design and UX team lead for different in-game and meta-game features of World of Tanks.
(2017-2020, in house @ Bongfish GmbH for Wargaming.net)

I spent three years leading the UX team at Bongfish as the lead UX designer. Bongfish develops features for Wargaming's World of Tanks as a distributed developer. Depending on the feature, the UX team included two to four designers. During my time at Bongfish, I worked on six projects for World of tanks.

Unfortunately it is not possible for me to show concepts or work in progress designs due to existing non-disclosure agreements. As a freelancer, I no longer have access to the company's design files.

Gamemode Frontline

Initial Situation

I joined Bongfish as a Senior UX Designer in the last two month of this project. The team was developing a new gamemode for World of Tanks for over a year. There was a fixed release date and a lot of UI bugs and unfinished screen designs. My main task was to quickly familiarize myself with the project, the processes, the team and the World of Tank design and project guidelines to help successfully complete the project from a UX/UI point of view.

Process

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1. Research

// Get familiar with World of Tanks design guidelines, userbase, gamemode mechanics and features

// Research types of players

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4. UX/UI Design

// Final UX & UI Design

// Icon Design

// Animations & Transitions

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2. Conceptphase

// Create interaction concepts and layouts for missing meta game screens

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5. Documentation

// Create developer and QA documentation, specifications and assets

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3. User Testing

// Conducting internal guerilla usability tests and feedback sessions.

// Official usability test with real players where only allowed to be done by Wargaming's UX-Lab team

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6. Dev-Support

// Support developers during production

 

// Help QA department review the implementation

I started by gathering all available insights on the game, the players, and the problems, needs, and requirements associated with the feature I needed to complete. Furthermore, I researched how comparable games proceed in this situation and whether there are best practices for flows, layouts and designs.
In the concept phase, I rely on rapid iterations and feedback loops with stakeholders to not waste any time on bad solutions. User tests were conducted by Wargaming at the end of the concept phase.
The final design was based and wargaimg guidelines and was reviewed by wargaming UX. 
During production I supported the front end development team when question arose.

Onboaridng

As I said, I came to Bongfish in the hot phase at the end of the project and immediately had to create much needed concepts and designs that had to meet the strict design guidelines of the game.
It helped that the UX team used familiar tools and stuck to the same UX process I already knew.

New Industry

Moving to a new industry meant adapting to new rules and guidelines, but the requirements for menu screens in terms of UX/UI and usability were very similar to my UX experience in the measurement industry.

New role

After this first project, I took over the lead role of the UX design team.
Communication with the Wargaming UX-team in Misnk was not easy in the beginning, but we managed to setup a weekly design sync to get to know each other better and to share project-news regularly.
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Battle Communication

Initial Situation

Wargaming asked our team to design a new system for non-verbal communication between players in game, because players generally avoid voice chat. A special focus should be on encouraging positive communication in order to counteract the generally toxic interaction between players.