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World of Tanks - UX Design/Tech Design Examples.
Often at Wargaming I needed to wear many hats and provide quick porotypes or quick context for features/screens. Here are some examples of such work.
Project type
UX/UI

01
World of Tanks - UX Design/Tech Design Examples.

01
Screen layout context
When a UI requires refactors it is good to have an understanding, for other team members, of what we have and how it is being used. I created this quick layout overlay that was able to be imported into figma to build around.

02
Modal Prototype
When we started introducing customization options in the game we needed to streamline an already very heavy UI.
Having the ability to rapidly prototype in engine made it possible to do immediate UR testing and ship faster.
Having the ability to rapidly prototype in engine made it possible to do immediate UR testing and ship faster.

03
Ranked Prototype 1
This was for the introduction of the ranked mode.
Having the ability to rapidly prototype in engine made it possible to do immediate UR testing and ship faster.
Having the ability to rapidly prototype in engine made it possible to do immediate UR testing and ship faster.

04
Ranked Prototype 2
This was for the introduction of the ranked mode.
Having the ability to rapidly prototype in engine made it possible to do immediate UR testing and ship faster.
Having the ability to rapidly prototype in engine made it possible to do immediate UR testing and ship faster.

05
Radial Customization 1
An idea that was never adopted was to design an ability to add custom callouts to your in match radial menu. This was explored as a potential means to more rewards on the reward pass and predated games such as Call of Duty using similar methods.

06
Radial Customization 2
An idea that was never adopted was to design an ability to add custom callouts to your in match radial menu. This was explored as a potential means to more rewards on the reward pass and predated games such as Call of Duty using similar methods.
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