Responsible for the overall user experience, this discipline is experienced by players any time they load the game and head for battle. Those on this team get to see their handiwork (and players’ reaction to it) anytime they launch the client and play.
In simple words, this is the person responsible for the creation and design of your complete immersion in the map of the WoT Blitz.
So, let’s get into the fascinating map of his work and his life!
I am a Lead Level Designer in the World of Tanks Blitz project and the Maps System’s Product Owner. My job responsibilities include the work of a level designer and a lead/manager. So I continue to create new and rework old maps: I make 2D and 3D prototypes of maps, deal with blocking outs of maps, arranging game and non-game objects. I draw and generate landscapes and different map textures. Also, my responsibilities include conducting play tests inside the studio, preparing maps for the super test and participating in it. I monitor the versioning of map releases, as well as for them at the stage of art development – so that the guys do not ruin the gameplay and the map remains playable until and after its release.
We also work a lot with analytics and heat maps – we look through balance on maps from version to version, make fixes where necessary, and ensure that all tanks are equally comfortable – let’s say that the idea of the map does not diverge from how it plays.
Another part of my work is Game Design. Together with the team, we are prototyping modes, participating in the discussion and development of new features made by different teams.
As a Product Owner, I’m developing new maps with new features and participating in developing gameplay prototypes and new systems. In addition, I am taking part in developing tools, bringing and coming up with something new that makes life easier for developers or gives something new for the players both in gameplay and visually.
I have always liked games, and the desire to create my own has always attracted me even more. Many years ago, Wargaming opened the game industry doors for me and allowed me to develop as a level designer. Perhaps the most inspiring and meaningful for me is the ability to create game worlds, levels and maps, receive feedback from players, analyse it and immediately do something new and no less interesting again.
However, team spirit is the most important thing for me in the game industry. The atmosphere and the fact that a group of people together create something extraordinary, build a fantastic starship or come up with a new in-game event is exactly what charges me with energy and emotions every day.
The people are the most unique and fantastic thing about Wargaming. Over the years, we created a comfort space where new faces are always welcome, where you can always find an answer to the most challenging question, and where you can always find a helping hand in any situation. Wargaming is a unique team that has survived COVID times. This team has kept up despite what was happening around them.
Level design as a discipline stands between art design and game design. A level designer creates game levels, sometimes even from primitives. Always relying on a sense of form and composition – on the one hand, as a game designer, he is guided by the existing gameplay, creates a new one, and sets specific game rules for the players. Still, on the other hand, as an artist, he makes the map logical, beautiful and correct in terms of composition and architecture.
I like games. I play a lot and on almost all platforms: I try not to miss significant games on PC, although I have already accumulated a huge backlog on Steam for my old age, I play PlayStation exclusives on this platform, and since the time of the 3rd iPhone I have also been devoting time to mobile gaming – shooters, racing, puzzles, battlers, card games and much more. This helps to understand better where the mobile industry is heading, current trends and what’s new on the platform.
However, my main hobby in the last few years has been my child. For me, she is now the main challenge in life and a blank page on which we began to write a new little story together.
To the stranger at the bar, I would explain my job as a digger – in fact, I dig the ground every day at work. Here and there, I pour hills of the earth and move rocks back and forth – I almost always start talking about level design with this wording.
I would advise a beginner not to be afraid of his maps – the fact that he created a map indicates that he has a talent and a desire to do this. It’s like playing a game: it’s not how successful you are in the game that matters – the fact that you play it matters.