Filipp, tell me, why do you post Russian video on the English channel?
The reason is a way to actually make it more understandable
because, you know, Russian soul is a pretty complicated thing,
as well as Russian humor.
And we try to make it as clear as possible through the use of subtitles.
So, the next time you watch our Russian videos,
make sure you turn on the subtitles,
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Hi, all you sailors, my name is Andrey Chulkow,
I'm the Head of Game Core.
Hi, everyone. My name is Ivan Poletaev,
I'm in charge of the Interface Development team.
Previously, I was in charge of the In-game Logic Programming team.
We were implementing the base functions of World of Warships
that, at the time, was yet to be released.
Such instances, like a ship's behavior in water,
a ship's motion, the ballistic trajectory of a shell.
Processing situations when a shell hits a ship,
and what happens to the ship after.
Various consumables as well, and, naturally,
we've been implementing different ideas from the Game Design team.
At the time when the in-game logic programmers,
interface programmers, and designers were sat in different departments,
it highly complicated the communication process and development progress.
Therefore, a decision was made to gather all these teams
into a single large department, thus reducing the need for communications
and providing a better understanding of the work done by various teams.
That's how the Game Core department was established;
the department gathered completely different specialists.
QA specialists, in-game logic programmers,
game designers, interface programmers, and technical artists.
The interface development team, we call them Interaction,
wasn't always a part of Game Core.
Previously, it was a separate collective that had the same tasks.
The tasks were to develop the interfaces
and work out the nuances of a player's interaction with the game.
Though, we're not going to dwell on just the boring stuff.
It's much more interesting to talk about our department's work
on an example of a feature.
We usually receive an order for feature development from the studio management.
For example, the guys understood that we needed to give our players
the ability to customize and decorate their profile.
Thus, we started working on the feature that was later named Insignia.
When we received this feature for development,
our first thought was to make an analog of a dogtag.
Thus, the working name of the feature was "dogtags".
But after a while, this idea quickly mutated
in the direction of something greater;
we wanted to make a huge heraldic construction tool
that would allow players to create their emblem independently.
As such, this task reached the game designers and interface designers.
Let's go, I'll show you.
The task of the game designers was to develop a feature concept,
and think over all the conditions for obtaining all heraldic elements.
Jointly with the game designers, the interface designers
worked on the ergonomic issues and graphical component of the project.
The Art Direction team was involved
to develop prototypes of the proper heraldic elements.
The first variant allowed players to create an individual emblem
out of a variety of elements made by us, like using a construction set.
When we developed the prototype, we understood that it wasn't going to work.
Despite the fact that our artists created splendid heraldic elements,
some of their combinations looked, to put it nicely, not perfect.
As a result, we used a different approach.
We reduced the number of elements to three,
we got rid of the heraldic elements, replaced them with more casual style sets,
and made the interface simpler.
The game designers had to rework
the conditions for obtaining the dogtag elements,
because there were far fewer of them then.
Finally, after painstaking work, we approved this concept.
Take a look, there’s a TV set.
For you, of course, it's covered behind the NDA fog, but for us it's a reminder.
A reminder of the features being developed,
and the people who are responsible for their development.
For example, we had an in-game logic programmer,
who was specifically involved in working on the feature,
and was developing a prototype full-time.
The prototype allowed us to store medals on a server,
display them in the client, and assemble them in a construction tool.
It also allowed us to receive the medals both in a lootbox,
and for some achievements.
And it was necessary to account for these medals statistically.
Interface programmers and designers were developing the battle HUD,
finishing up the dogtag editor, and proofreading texts.
At the same time, Art Direction
was constantly filling the feature with content; work was going well.
Hmm... But, as it always happens, the feature development time ends,
and it's high time to send it for testing.
Nope. You know for sure
that we didn't send the feature for testing on that day.
In the evening, we rethought everything that we’d done up to that point.
Right after that, we introduced the dogtags
that you can now see in the game. Similar to this one.
Then, the Interaction developers quickly introduced all the necessary changes.
And Art Direction provided us with new content.
Well, can we send the feature for testing now?
Here you go.
Nice.
Next, the feature goes to the specialists of the QA department.
There, the feature is checked for its compliance with the original idea.
Of course, various silly bugs will be detected and fixed there.
The feature will undergo internal testing for approximately three weeks.
After that, it will proceed to the supertest stage, then the common test,
and following that it will be released, so it will become available for players.
As you can see, Che, even the smallest feature
can experience the most interesting adventures.
Yeah. That's basically how our working days look.
We're waiting for your feedback and suggestions.
My name is Andrey Chulkow.
And mine is Ivan Poletaev.
Good luck and seven feet beneath the keel to all of you.