Tanks Blitz

Tanks Blitz is a standalone tank-combat MMO developed by Lesta Games after its separation from Wargaming.

Category
Game Development
Services
UX/UI design, System UX
Role
UX systems owner

Project overview

Tanks Blitz is a cross-platform F2P PvP tank shooter for iOS, Android, and PC, with an audience of 1M+ DAU.

The product operates as a live ecosystem of connected meta systems: Player Hub, Player Profile, Battle Mode Selection, Platoons, Offers, Premium Account, Rank Progression, LiveOps Events, and Tournaments.

The work took place during the product’s post-launch transformation: a phased redesign of meta systems, integration of new features, and ongoing LiveOps delivery.

Tanks Blitz hangar: the selected tank, the Battle button, event offers and the vehicle carousel.

Design challenge

The product required a large-scale evolution of its meta experience while new features, events, and monetisation scenarios continued to ship.

The challenge was to make connected systems easier to understand, navigate, and evolve without breaking the player experience across platforms. The work had to account for legacy engine constraints, existing art pipelines, and the operational requirements of a live product.

Tanks Blitz player profile: battle statistics, clan and league cards.

My role & ownership

I joined Tanks Blitz as a Senior UX/UI Designer to investigate the UX of existing meta systems, improve key player scenarios and monetisation flows, and create a scalable design-system foundation for the Client and Web ecosystem.

I defined UX principles and introduced an atomic approach to UI construction. I developed and documented naming conventions and design tokens, and designed the UI framework around the structure and constraints of the engine’s UI prefabs.

I established a shared visual language, reusable UI patterns, and rules for their application: colour, typography, glyphs, layouts, icons, interaction patterns, motion, sound, and UI scaling.

To put the framework into practice, I personally demonstrated its use across key systems: Player Hub (Hangar), Battle Mode Selection, Platoons, Customisation and Inventory, Camouflage and Skin Management, Tank Ranks, Offer Systems, Store, and other meta scenarios.

For these interfaces, I researched player scenarios, designed the information architecture and navigation, and mapped player journeys. I developed UI patterns, templates, layouts, states, and documentation for their application.

I defined scopes for art, VFX, video, and sound, and prepared briefs for partner specialists. I supported features from discovery through release and planning for the next iteration.

UX strategy

In a legacy product with more than a decade of history, I chose a phased migration of individual systems over a big-bang redesign. The plan covered immediate product needs, mid-term updates, and long-term development of the interface’s key areas.

The Player Profile was the first system to be updated. It was used to validate UX principles, the visual language, information architecture and navigation rules, layouts, and reusable patterns. After release, I collected performance metrics and player feedback to refine the approach before moving to systems with a broader impact on the player journey: Player Hub, Battle Mode Selection, Tank Ranks, Customisation, and other connected meta systems.

The design-system rollout was supported by meta-interface research in collaboration with the UX Lab. My work drew on player surveys, playtests, core-audience supertests before release, and feedback from key community influencers.

Each subsequent update extended the framework and established rules for the ongoing migration of meta, gameplay, and LiveOps scenarios.

Tanks Blitz battle mode selection: Regular, Ranked and Training.

Concept development

After establishing the design system, I moved into concept development for new game systems at the discovery stage, working closely with game designers. These included Premium Account, Training Ground, Armor View, Map Ban, and Session Statistics.

For each feature, I defined the problem and hypotheses, designed the information architecture, navigation, and player flows. I broke down the scope, defined the UX scope, potential business metrics and success criteria, and created the delivery plan.

I prepared briefs for mid-level UX/UI designers, who used them for further design development and production assembly of the features.

Feature ownership

Beyond my core UX/UI responsibilities, my role evolved into feature ownership for Meta Systems. I contributed to product committee decisions and conducted research as an individual contributor.

One example was the Tournament System. I investigated the reasons for low player participation and found that the barrier was not motivation alone, but also the lack of a clear participation infrastructure. I identified four audience segments, mapped key drop-off points, and defined the North Star metric: DAU-to-tournament-participant conversion.

Based on the research, I mapped the Player Journey and designed the MVP: a player flow in the game client and a set of 13 game mechanics. Together with the Esports Lead, I defined requirements for the operational web service and the functionality needed to run Tournaments.

To support feature delivery, I prepared concepts, briefs, and presentations; together with the project manager, I defined MVP scope and potential feature delivery roadmaps.

Delivery & impact

The framework turned the legacy-interface redesign into a managed migration rather than a one-off visual project. The team continues to use it to update priority areas of the product.

The framework was used to update and develop key meta systems: Player Hub, Player Profile, Battle Mode Selection, Platoons, Offer Systems, Rank Progression, and LiveOps scenarios.

It also became the foundation for concept development of new product directions: Premium Account, Training Ground, Armor View, Map Ban, Session Statistics, and the Tournament System. For these, I defined the UX scope, player flows, MVP scope, success criteria, and subsequent delivery plans.

I developed a manual UI-scaling methodology for the game client in an engine without native scaling support. It established rules for adapting layouts, typography, 2D elements, and VFX to new resolutions and screen formats.

Research methods, playtests and supertests, brief preparation, and collaboration with the UX Research Lab became part of the product-development practices used by the teams.

I design experiences that feel cohesive: where design speaks the product’s language and form supports mechanics, systems, and metrics. A beautiful interface is simply the visible outcome of sound architecture.