As a feature owner, I work as the main game designer and main UX/UI designer at the same time. I oversee the vision and am the main point of contact for all other teams across all development stages.
During my time at World of Tanks, I've delivered numerous features. My main focus has been the meta game but I've also contributed to seasonal game modes and updates to HUD, gameplay, narrative, store, and bizdev platforms.
[Concept stage]
- Find new opportunities for improving the gamefrom inside the game, data, players, or by conducting a market research
- Pitch ideas to stakeholdersacross all disciplines (with a high success rate!)
- Carry the visionfor design, art, sound, and narrative teams
[Pre-production stage]
- Create UX and GD artefactsnew systems, rules, flows, interfaces, and components
- Polish the artefacts on details’ levelusing Figma, Confluence, Jira, and Photoshop
- Maintain UX and GD documentationusually combined into a single source of truth, where they can both complement each other and be read by all other teams more easily
- Decompose and prioritize each featureusing various methods (eg. MVPs or MoSCoW)
[Production stage]
- React quickly to changes in development & compromisesaving resources on creating bugs later and preventing confusion
- Perform author controlwith attention to detail and the technology used
- Commit art/UI and text assets to repositoriesusing Git/SVN
[Post-production stage]
- Archive the feature requirementsfor localization, QA, publishing, and LiveOps teams
- Shape requests for data analysisfocusing on KPIs but also new player profile creation or UI logging
- Evaluate data and feature results, including the mistakes we’ve madeand present them to others
- Form backlogsand plan the next steps with the team
Owned & released features