World of Tanks

PC

My career in Game Design started with World of Tanks, where I was hired as a Junior GD.

I had already developed a strong interest in design and UX, and this project gave me the chance to put my knowledge into practice while also improving my skills.

Last Moment Camera

Game Feature

My first experience with World of Tanks began in the pre-production stages of the Killcam feature, and I later became the owner of it.

We had two main goals:

  • Increase match retention – since WoT’s base mode has permanent death
  • Inform players how they died, without glorifying their loss

WoT’s damage system is complex and “hidden,” so I aimed to show players, in a dynamic way, what happens during a deadly shot and what factors are involved.

I studied all the trigonometric calculations and factors behind the damage system, simplified their outcomes, and displayed them during the deadly shot replay, thanks to the collaboration with the UI/UX and Programming teams.

Art of Strategy

Game Mode

Ambitious RTS PvP Game mode based on World of Tanks core gameplay.

As Strategists, players oversee the battlefield and give various kinds of commands to their AI Tanks, or directly take control of each of them.

Here I took care of design and iterations on several game design and UX topics as:

  • Strategist camera usability and feel
  • M+K controls affordances and usability,1 in collaboration with UI/UX team
  • Bots AI iterations and improvements
  • Playtests management and feedback collection

Explore the other projects

Want to talk?

contact@antoniogiorgione.com

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