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WOT well deserved award KV CONCEPT SKETCHES

WOT well deserved award KV CONCEPT SKETCHES Worked on a promotional campaign concept for World of Tanks focused on the "Well-Deserved Award" event. The main challenge was to balance a chaotic, high-action battlefield scene with clean, readable UI elements showing the player's rewards.I started by sketching out different layouts to map the hierarchy: deciding where the tanks should face, how to frame the background action, and where to drop the reward ribbon and call-to-action text so they wouldn’t get lost in the noise.Once the composition felt right, I utilized AI to flesh out the cinematic environments. It let me test different battle scenarios—from mountain valleys with air support to muddy frontlines—while keeping the main tank group and UI layout perfectly consistent across all options.Scroll down to check out the initial layout sketches and the final marketing art variants!

WOT well deserved award KV CONCEPT SKETCH 01 Early layout iteration. Testing different background depths, garage themes, and UI ribbon placements before generating assets.

WOT well deserved award KV CONCEPT SKETCH 01 Early layout iteration. Testing different background depths, garage themes, and UI ribbon placements before generating assets.

WOT well deserved award KV CONCEPT SKETCH 02 Early layout iteration. Testing different background depths, garage themes, and UI ribbon placements before generating assets.

WOT well deserved award KV CONCEPT SKETCH 02 Early layout iteration. Testing different background depths, garage themes, and UI ribbon placements before generating assets.

WOT well deserved award KV CONCEPT SKETCH 03 Early layout iteration. Testing different background depths, garage themes, and UI ribbon placements before generating assets.

WOT well deserved award KV CONCEPT SKETCH 03 Early layout iteration. Testing different background depths, garage themes, and UI ribbon placements before generating assets.

Sunset combat test. Pushing the particle effects, grass textures, and explosions to make the overall promo look as noisy and alive as possible.

Sunset combat test. Pushing the particle effects, grass textures, and explosions to make the overall promo look as noisy and alive as possible.

Sunset combat test. Pushing the particle effects, grass textures, and explosions to make the overall promo look as noisy and alive as possible.

Sunset combat test. Pushing the particle effects, grass textures, and explosions to make the overall promo look as noisy and alive as possible.

Sunset combat test. Pushing the particle effects, grass textures, and explosions to make the overall promo look as noisy and alive as possible.

Sunset combat test. Pushing the particle effects, grass textures, and explosions to make the overall promo look as noisy and alive as possible.

Sunset combat test. Pushing the particle effects, grass textures, and explosions to make the overall promo look as noisy and alive as possible.

Sunset combat test. Pushing the particle effects, grass textures, and explosions to make the overall promo look as noisy and alive as possible.