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]
- pitch ideas to stakeholders across all disciplines (with a high success rate!)
- carry the vision for design, art, sound, and narrative teams
[Pre-production stage]
- create UX and GD artefacts using Figma, Confluence, Jira, and Photoshop; creating new systems, rules, flows, interfaces, and components
- maintain UX and GD documentation: usually 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 feature using various methods (eg. MVPs or MoSCoW)
[Production stage]
- react quickly to changes in development, saving resources on creating bugs later
- perform author control with attention to detail and the technology used
- commit art/UI and text assets to repositories, using Git/SVN
[Post-production stage]
- archive the feature requirements for localization, QA, publishing, and LiveOps teams
- shape requests for data analysis, focusing on KPIs but also new player profile creation or UI logging
- evaluate data and feature results
- form backlogs and plan the next steps with the producer
Owned & Released Features