World of Tanks Console
What can be said about World of Tanks that hasn't already? Critics agree the game becomes fun after you figured out everything (and died more than a few times)! And because WoT console is a port from the PC, how could the UI change to make things more user friendly?
With these issues in mind, creating UI art for WoT console was a daunting challenge and one that required astute knowledge the game, existing assets and concern for UI art rules: Readability, visibility, scalability, consistency, and aesthetics.
Battle Results
One of the most important screens in game is Battle Results. Seen at the end of a match it breaks down how well the team and individual player did in the match. Much care was taken in making exciting and rewarding no matter the outcome - Victory, Defeat or Draw.
Launcher
As one of the first free-to-play games on the consoles, a Launcher was needed for game updates. Because of long download times players could also play a mini-game or read up on the latest news all within this UI.
Icons
Creating an icon may seem like a simple thing to do, but it requires more than "pretty". Where does it exist elsewhere in the game? What size is needed and how much memory is available? Categorizing icons into vector and skeuomorphemic was a necessary step in making sure the player could delineate between actionable and non-actionable items. Illustrated skeumorphemic icons were already established from WoT PC for Crew skills, ranks and awards. The style was adhered as more were added to each group because of the "gotta have it" appeal and scalability with PC.
Celebrations
Creating celebrations was one of the first projects I worked on. The goal was to "celebrate" when a player purchased an item, upgraded a tank or other actions. After making a base template I create different variations to categorize the Celebrations needed.
Style Guide
As the game continued to grow, I made creating a style guide part of the pipeline. Below more menus I created and their style guides.