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:
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.
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:
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