Project Excalibur

Evolving a Monolith

ROLESenior UI Artist (Visual Designer) & Lead UI Artist (Visual Designer), UX Design (unofficially)
TEAM3 Technical UX Designers, 1 UX Designer, 2 UI Engineers, 2 Visual Designers
TIMEFRAMEQ3 2015 -Q3 2018
PLATFORMPC, PlayStation, Xbox
CONSTRAINTSAn evolution of World of Tanks for a western audience
SCOPEPlanned 5 Year Development Cycle, Cancelled at 3
OUTCOMEProject Cancelled

Context

In the spring of 2015, Wargaming Seattle (formerly Chris Taylor’s Gas Powered Games) was hard at work on a successor to World of Tanks (WoT). WoT enjoyed explosive popularity in the Cyrillic speaking region due to it’s enticing price tag, well optimized performance, and absolute bullseye-of-a-fantasy for that region.

As a successor, “Project Excalibur” as it was code-named, was meant to do for the franchise in The West what WoT had done in Eastern Europe. To achieve this, it hoped to leverage:

  • Modern weaponry including a new class to hate (helicopters)
  • Faster paced combat
  • Westernized progression systems

The goal was to turn American kids into ะขะฐะฝะบะธัั‚s (or “tankers”) as WoT had Russian Kids. Never mind the fact that WoT’s immense success in Russia (and comparative obscurity in The West) was the result of a deep cultural and historical features reaching back to WWII. The front line was in their homes and the role of Russian tanks in defending the territory was seminal. As American kids play solider, Russian kids play tanker.


Role

My work on Excalibur focused on a few areas:

  • Establishing a visual style for 2D elements in game
  • Wireframing and establishing interaction pattern & functionality across the UI
  • Leading the execution of the in game UI implementation
  • Providing Direction and Feedback for in-world UI
  • Liaising with art contractors and external vendors
  • Interaction design, asset authoring, teamwide presentations, and more.

Features