UX design

World of Tanks

Free to Play, Massively Multiplayer Online Game for PC. World of Tanks already has over 160 million players worldwide

All videos, pictures and screenshots on this page are the property of Bongfish GmbH and Wargaming and were not made by me.

UX and UI design for different in-game and meta-game features of the online, free to play game World of Tanks

(2017-2020, in House @ Bongfish GmbH for Wargaming.net)

Frontline Game Mode

My tasks

// Interaction concepts for missing meta-game screens in the menu

// UI design and implementation in Flash / Scaleform in close cooperation with developers and QA or Wargaming UX design department

Challenge

// Predefined UI & UX guidelines, which had to be internalized and implemented quickly

// New workflows and work processes

// Cooperation with external clients in Minsk

Anton Paar GmbH

1_Concepts copy 6.png

1. Research

// Become familiar with the World of Tanks design guidelines, user base, game mechanics and features

// player research

1_Concepts copy 4.png

4. UX/UI Design

// Final UX & UI design

// Icon design

// Animations & Transitions

1_Concepts copy.png

2. Concept phase

// Creation of interaction concepts and layouts for missing meta game screens

1_Concepts copy 5.png

5. Documentation

// Creation of developer and QA documentation, specifications and systems

1_Concepts copy 3.png

3. User Testing

// Implementation of internal guerrilla usability tests and feedback sessions.

// Official usability tests with real players were only allowed to be carried out by the Wargaming UX Lab team

1_Concepts copy 4.png

6. Dev-Support

// Support for developers during production

 

// Support of the QA department in checking 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.
PC1.png
PC.png

Battle Communication

initial situation

Wargaming hired our team to design a new system for non-verbal communication between players in the game, as players generally avoid voice chat. A special focus should be on promoting positive communication in order to counteract the generally toxic interaction between players.
Screen3.jpg

Goal 

// Revision of the current, rarely used ping system

// Ability to ping every position in the 3D world and on the minimap

// Improve interaction with other players and gameplay objects

// The whole interaction works with one button

My task

// Definition of the major problems of the current system

// Conception and interaction design of the new system or UI and icon design

// Coordination with Wargamaing UX

// Feature owner during prototype development
Screen12.jpg

Challenge

// 10 year old system and features that players have gotten used to

// 15 players in a team should communicate tactics and procedures with just a few clicks 

// Prevent misuse (spaming / trolling) of the system
PC2.png

Anton Paar GmbH

1. Research

1_Concepts copy 6.png

// Research on modern games with excellent in-game communication functions such as APex Legends and League of Legends

// Finding ways to bring the UX of these games to World of Tanks

// Researching the problems the players are having with the current system

4. UX/UI Design

1_Concepts copy 10.png

// Final icon design and in-game fine tuning

// Check visibility and legibility on a variety of maps

2. Concept phase

1_Concepts copy 7.png

//  Collecting user requests  

// Create first drafts in After Effects and Photoshop

// Creation of a prototyping plan for the concept phase

5. Documentation

1_Concepts copy 11.png

// Creation of developer and QA documentation, specifications and assets

3. User Testing

1_Concepts copy 9.png

// Implementation of internal guerrilla usability tests and feedback sessions.

// Official usability tests with real players were only allowed to be carried out by the Wargaming UX Lab team

6. Dev-Support

1_Concepts copy 10.png

// Support for developers during development

 

// Support of the QA department in checking the implementation

This feature required a lot of research on the key messages players want to send during the different phases of a battle, in-game communications in other games, and how a player's user experience is affected by positive and negative feedback and messages from other players.
After we had familiarized ourselves with the topic, we started a detailed concept phase in order to prototype the interaction and the UX in the game and to be able to test them with real users. We haven't been able to simulate this part with click prototypes or animated scenes. The user tests were carried out by Wargaming.
Now that we knew the concept could work, we started the detailed design of the final ping messages and icons. We had to pay special attention to the size, visibility and legibility of the icons on all possible background textures and effects that may appear in the game.

Features

// Context sensitive ping selectionrad to minimize the number of pings in the selection

// Smart Quick-Replies to accept requests from fellow players with the push of a button

// Reply count in pings about vehicles and in the 3D world, in order to more easily record the table of the 14 players 

What else is there?