Dzmitry Surykau
Lead UX Designer at GameDev
- Barcelona
- 651459432
- ux.dmitry@gmail.com
Dynamic UX design leader with over a decade of experience in crafting engaging experiences for AAA desktop and mobile games. Demonstrates a proven ability to establish and lead design teams while shaping the conceptual vision for seamless game interactions. Brings a versatile background, having contributed to industry giants and innovative startups, including Ubisoft, Wargaming, My Games, Game Insight, and Sleepagotchi. Adept at balancing strategic leadership with hands-on expertise, Dmitry consistently elevates gaming experiences across both established franchises and new ventures.
Leadership | Team Management | Mentoring | Game Vision | Concept Design | Process Optimization | UCD Principles
My favourite mobile games are match3, racing and shooters.
Games I played a lot over the years: The Simpsons: Tapped out, Tacticool, Gods of Boom, Asphalt series, STAR WARS: Galaxy of Heroes, Valiant Hearts, Mortal Kombat, Machinarium, Lords mobile etc.
Established and led the UX/UI department at Wargaming Prague, growing the team to 8 members and delivering 4 major game events and a subscription feature for the World of Tanks MMORPG.
Collaborated with producers and management to align studio roadmaps with business objectives.
Conducted expert evaluations for World of Tanks across 4 design studios, overseeing the work of 38 designers.
As the sole designer, I rapidly overhauled the game's interface in just three months, from initial concept to detailed design, fully aligning with the new stakeholder vision. My ability to deliver quickly and with precision resulted in the on-time launch of the updated product, which received positive community feedback and helped secure a new round of investment for future development.
I was hired as the UX/UI department leader to help the existing team of TACTICOOL game to grow and optimize the design process. Over the course of a year, we standardized interface components and successfully delivered version UI 2.0 to stores. Additionally, we streamlined event production, increasing productivity by nearly 2.5 times, which had a positive impact on the project’s profitability.
First Project: Treasure of Time
Oversaw the integration of Classical Solitaire and Match-3 mechanics into a seamless hybrid experience with consistent UI/UX. Also contributed as a technical artist and front-end developer using a proprietary Unity-like engine.
Second Project: Paradise Island 2
Collaborated with an internal studio to implement UX/UI design practices, delivering five major features within a year and significantly enhancing the user experience.
We released 2 new successful seasons for Rainbow Six Siege and I was mentoring improvements on avatar's main in-game control panel on Assassins Creed III Remastered. Was leading a crew of two middle and junior UX designers and one UI artist.
I transformed stakeholders' views on UX with innovative concepts and a clear vision. Gained expertise in designing for the Asian market while working closely with nine game designers simultaneously. Together, we successfully developed and released the Iron Conquest mobile game.
I joined the World of Tanks team in 2013 as a Junior UX Designer and advanced to a sub-lead role within three years. I developed universal UI and icon kits, establishing a scalable design system that supported the growth of the UX/UI team to 40 designers over a decade.
My work improved the battle HUD, eliminated reliance on third-party mod packs, and enabled the creation of new game modes and events. Notably, the April 1 mini-game, which received 100% positive community feedback, evolved into highly successful seasonal events generating significant revenue.