Contract work for World of Tanks from between 2015 and 2017. I was responsible for the iconography used in the HUD and UI to explain the game mode, the capture bases and targets to destroy. We introduced many new game mechanics to World of Tanks: Respawning, base/sector capturing based on number of capturing players, resupplying, a final battle for destroyable targets and more. It made the game a lot of fun.
I worked very close with game designer Julian Kogler, and the World of Tanks UI/UX team - mostly Olga Sulimenko.