In Paradox Arctic my role is to lead a RnD team aiming to take UX in grand strategy games to the next level. To do so we're experementing a lot trying different approaches.
My responsibilities then broadened to a "feature owner" role. Leading a team dedicated to develop in-game shop and overall monetisation, my job was more about production than design. My day-to-day activities included planning, risks mitigation, defining the scope and assigning team members to tasks. I worked closely both with design team, providing high-level concepts of key features, and with developers, helping them to understand what and why were we doing.
As a wargaming veteran I engaged in developing some major features of World of Tanks from the first day in the new role. I have already designed Ranked battles, new battle type that was released a few months ago and was highly appreciated by the community.
While my quick but fun days in Crytek I started designing UX for a new still unannounced game. I managed to create full game UI greybox prototype during two months.
Working in Wargaming.net was a great expirience. My main achievement on this position is creating World of Warplanes -- I've done a lot of game and UX design, including full HUD design and design of quest system. I've also participated in making World of Tanks: Generals -- a card strategy taking place in World of Tanks universe. My team designed one of the protoypes of GUI and overall user interaction for mobile version of the game.