I design game modes for World of Tanks.

Before joining Wargaming, I built a PvP game on my own in Unreal Engine (C++ and Blueprints) and shipped it on Steam. I'm working on the next one now.

Latest release Equalize — Summer 2026 World of Tanks · June 2026
Martin Musil

Projects

Live events I've designed for World of Tanks, and games I've built on my own in Unreal Engine.


Skills & Tools

What I use day to day at Wargaming and in my own Unreal projects.

Game Design

I've taken features from first concept through balancing to a live release, both at Wargaming and in my own games.

  • Game mode design
  • Prototyping and pitching modes
  • Progression and pacing
  • System design
  • Balancing and tuning
  • Feature ownership
  • Documentation and specs
  • Configs and data

Unreal & Code

Six years in the engine. I started in Blueprints and now work mostly in C++, with a lot of multiplayer and replication along the way.

  • C++
  • Blueprints
  • Multiplayer and replication
  • Gameplay systems
  • Prototyping
  • Python
  • Marketplace plugins

Playtests

I organize and lead the playtests for our events and game modes team at Wargaming. In a session I explain the setup and what we're testing, play in the battles with everyone, and commentate the whole way through. A few of the changes I brought in have stuck, and I'm proud of that.

  • Leading team playtests
  • In-battle hosting and commentary
  • Test guides and instructions
  • Feedback and conclusions

Ranked

Over 10 years of ranked play across several games, and it shapes a lot of how I think about design.

  • Grandmaster League of Legends
  • Global Elite CS:GO
  • Ascendant VALORANT
  • Master Teamfight Tactics
  • 3.3k WN8 World of Tanks

Tools

  • Confluence
  • Jira
  • PEAR
  • Perforce
  • GitHub
  • Steamworks SDK
  • PlayFab
  • Excel / Sheets
  • Photoshop
  • Sony Vegas

Languages

Czech
Native
English
Fluent
Slovak
Conversational
Korean
Basic

Experience

Two roles at Wargaming, and the IT, data, and community jobs before them.

  1. Jan 2025 – Present Current

    Technical Game Designer

    WargamingPrague, Czech Republic

    I'm on the World of Tanks game design team, working on limited-time game modes and events, and I prototype and pitch new modes as part of R&D runs. Day to day, that means designing modes and progression, tuning numbers, writing the XML configs, running playtests, and following features from the first concept through to release.

    • Designed the progression for Jade Emperor's Challenge (Lunar 2026) and Equalize (Summer 2026), and led Equalize's six playtests
    • Feature Owner on an upcoming World of Tanks release, launching soon
    • Work with QA, UX, developers, publishing, the content team, and other designers, often as the person connecting them
    • My technical background lets me get into implementation details with developers and know what is realistic before asking for it
    • Cover system design when it's needed: documentation, requirements, and specs before production starts
  2. Jun 2024 – Jan 2025 Internship

    System Designer

    WargamingPrague, Czech Republic

    My first role at Wargaming: a system design internship on World of Tanks.

    • Learned the internal pipelines and documentation standards
    • Helped write system design documentation and gather requirements

Before Wargaming

  1. Sep 2022 – Jun 2024

    Technical Specialist, New Faith

    Ran the company's IT almost single-handed: hardware, OS installs, security, backups, licenses, and the IT budget.

  2. Sep 2020 – Nov 2021

    Data Analyst, New Faith

    Moved our small family transport business off paper and did basic reporting in Excel and Lucidchart.

  3. Jun 2018 – Mar 2020

    Customer Support Specialist, Specular

    Ran a large gaming Discord server: game guides, the server economy, tournaments, and automated ticket and moderation systems.


Drop me a message

Email is the quickest way to reach me. I'm happy to talk about game design, a project you're working on, or a role.