I make game modes for World of Tanks. And my own games in Unreal Engine.

Technical Game Designer at Wargaming in Prague. Two live events in 2026, and a PvP game I built alone and shipped on Steam in 2024.

Jade Emperor's Challenge key art Jade Emperor's Challenge live February 2026 ELVERA gameplay ELVERA on Steam since 2024

Selected work

World of Tanks, summer 2026. Game Designer.

Equalize

A 15v15 mode where tanks of every tier compete. I redesigned the progression and led six playtests; both weekends ran clean.

  • 15v15, every tier
  • Six playtests led
  • Two live weekends
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World of Tanks, Lunar New Year 2026. Meta Designer.

Jade Emperor's Challenge

A 7v7 mode for the Lunar New Year. I owned the progression, the missions, the technical setup and the player-facing info page.

  • First Lunar game mode
  • Nine-stage progression
  • Eleven days, all regions
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My own game, on Steam since January 2024. Sole developer.

ELVERA

A third-person PvP action game built alone in Unreal Engine over two years. Two factions, hero abilities, round-based events.

  • Built solo
  • Unreal Engine 5, C++
  • Released on Steam
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Private project, since 2023. Sole developer.

Avalore

A remake of the online RPG I grew up with, rebuilt from zero in Unreal Engine 5: game client, dedicated server and my own tools.

  • Client and dedicated server
  • 10+ custom tools built
  • Own backend
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Martin Musil

Hi, I'm Martin.

On the World of Tanks game design team in Prague, I design limited-time modes and their progression, run the playtests, and prototype new modes in R&D runs. Unreal Engine on the side since 2020, mostly C++, and over ten years of ranked play that shows in how I design.

  • Prague Czech Republic
  • Unreal since 2020 C++ and Blueprints, multiplayer
  • Two live events World of Tanks, 2026
  • One game on Steam ELVERA, built alone

Experience

At Wargaming on World of Tanks since 2024. The rest of my time goes into my personal projects, mainly in Unreal Engine.

2024 – present
Wargaming Technical Game Designer
Prague Hybrid

World of Tanks game design team: limited-time modes and their progression, playtests, and R&D prototypes. Feature Owner on an upcoming release.

2020 – 2024
New Faith Technical Specialist, earlier Data Analyst
Prague On-site

Ran the company's IT almost single-handed: hardware, security, backups, licences and the budget. Before that, moved a family transport business from paper to proper reporting.

2018 – 2020
Specular Customer Support Specialist
Prague Remote

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

What I work with

The short list. The long one is on LinkedIn.

Game design

  • Organizing and leading playtests
  • Progression and pacing
  • Game mode design
  • Balancing and tuning
  • System design
  • Documentation and specs

Unreal Engine and code

  • Unreal Engine 5
  • Gameplay systems
  • Blueprints
  • C++ & Python
  • Multiplayer and replication

Tools

  • Claude Code & Codex
  • Jira & Confluence
  • GitHub & TortoiseSVN
  • Antigravity & Grok
  • Visual Studio & JetBrains Rider
  • Docker
  • Excel & PowerPoint

Ranked play

Over ten years of it, across several games. It shapes how I think about balance, pacing and what feels fair.

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

Let's talk.

Hiring, collaborating, or curious about the work? Email is the fastest way to reach me.

Email

martinmusildev@gmail.com

Send an email
LinkedIn GitHub