Graphic Design, Marketing Art & CG Animation for Armored Warfare Game
As a Lead Designer & Art Director at Wishlist Games, I contributed to the development and promotion of two flagship titles: Armored Warfare and World War 3.

When I joined Wishlist Games, it was clear that Armored Warfare does not have a strong graphic design foundation and needed some basic visual and creative refresh to stay competitive in a dynamic market. 
My mission was to elevate the game’s promotional materials and content quality while streamlining production processes in collaboration with game dev and marketing teams.
Client: Wishlist Games
Role: Art direction, Design,
2D & 3D Art, Motion design
Year: 2022-2025
Refined and updated logo animation made in Blender
Armored Warfare is a modern military vehicular combat game available on PC and consoles. It was first released in October 2015 and has since attracted over 10 million players worldwide.
    The game features a mix of PvE missions, where players engage in cooperative gameplay, and PvP multiplayer modes, offering diverse tactical combat scenarios. Its unique Global Operations mode blends PvE and PvP elements, creating a dynamic battlefield experience.
    Armored Warfare has regular seasonal updates and expansions, introducing new vehicles, maps and story-rich missions. In 2024 Armored Warfare continues to stand out as a leading title in the vehicular combat genre with thousands concurrent players.

    3D animation with new vehicles for the Exile Battle Path trailer
    Motion design for the Exile Battle Path Teaser
    We began by rethinking the basic visual language of the game. 

    Together with the team, we updated the guidelines for static graphics and motion design, ensuring a consistent look across all platforms. Templates were created for web content, social media posts and in-game assets, providing the marketing and development teams with tools to maintain quality and efficiency.
    One of our biggest challenges was producing high-quality promotional materials on a tight schedule and with a small team. To solve this, we established an in-house repository using Unreal Engine. This repository allowed us to work with game assets directly, creating both animated and static scenes for key arts and marketing visuals.

    I contributed by creating 2D artworks both independently and with a team of artists, utilizing game-optimized and high-res 3D models.
    To establish and maintain the visual style, tone, and artistic vision of the projects, I created concept pitch decks, mood boards, and sketches. These tools helped me effectively manage tasks for my team and provide clear, constructive feedback. 

    I also took a hands-on approach by personally refining, adjusting, and post-processing certain artworks and designs to ensure the highest quality.
    Artwork & Identity for the Shadow Protocol Battle Path (UE5, Blender) 
    Artwork for the Seahawks Battle Path (UE5, Blender)
    Artwork made using in-game footage, AI tools and hand-painting
    Artwork for AbramsX MBT made by Alex Fedyushko
    Environment sketch made in Blender for Europe’s Edge Batthe Path, finished further by Sveta Artyomenkova (Blender)
    Example of a look development for the Shockwave update key artwork
    We created over 100 illustrations for story-driven updates, revealed to players as the protagonist’s diaries during Battle Path events. My role was to establish the overall atmosphere and aesthetic for the artwork and to guide the team of artists through narrative storyboards, mood boards and sketches to produce the final images.
    As part of the regular game updates, I was responsible for establishing a cohesive visual identity and defining the style and atmosphere of key graphic materials, including the creation of logotypes, icons, and color palettes.
    One of the key initiatives was to improve motion design assets, including transitions, titles, and packshots. Working closely with the video production team, we revamped these elements to create a more modern and polished aesthetic.
    For the Exile Battle Path I led the creative effort, using Blender to assemble the animatic, craft the scene and make a final render. The result was a fully 3D-animated video that captured the essence of the update — introduction to a new diary format of storie for players. 
    Assembled and rendered the full scene in Blender in a few days, camera tracking made using an iPhone. Artwork for the packshot made by Sveta Artyomenkova.
    Motion design for Seahawks Battle Path overview video
    2D motion design for screen graphics & packshot
    Packshot examples
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    Let’s create together!


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