Wargam­ing Labs

How the World Of Tanks pub­lisher is giv­ing some­thing back


Founded in Minsk in 1998, Wargam­ing made its name de­vel­op­ing mul­ti­player strat­egy games for PC. In 2010, it hit the big time with World of Tanks, ex­pand­ing to be­come a hugely suc­cess­ful global pub­lisher and de­vel­oper. It has since es­tab­lished a new divi­sion, Wargam­ing Labs, to broaden its port­fo­lio by work­ing with ex­ter­nal de­vel­op­ers.

How was Wargam­ing Labs formed?

It wasn’t some­thing that just hap­pened one day. Over the years, Wargam­ing has picked up a lot of ex­pe­ri­ence pub­lish­ing dif­fer­ent games on dif­fer­ent plat­forms and in dif­fer­ent re­gions. We’ve al­ways had a strong sense of giv­ing some­thing back and help­ing out other com­pa­nies. Thus, the idea of Wargam­ing Labs was born— a divi­sion that fo­cuses on help­ing devs pub­lish ti­tles big or small.

What in par­tic­u­lar are you look­ing for when peo­ple sub­mit new pro­jects? How can de­vel­op­ers make their pro­jects more at­trac­tive to you?

Wargam­ing Labs is aimed at sup­port­ing games mainly by in­die, young-gun devs, fea­tur­ing out­stand­ing game me­chan­ics. Of course, we have a num­ber of stan­dard re­quire­ments: playability, im­ple­mented core fea­tures, tech­ni­cal sta­bil­ity, and so on. Be­sides that, we ex­pect those ea­ger to col­lab­o­rate with us to be pas­sion­ate gamers and tech-savvy de­vel­op­ers. If we are talk­ing about new­com­ers with lit­tle or no back­ground or ex­per­tise, it’s their gam­ing ex­pe­ri­ence that is of the most value. In gen­eral, in 2017 we’ll be fo­cus­ing on PC first and con­sole pro­jects sec­ond. It doesn’t mean that we limit de­vel­op­ers in terms of genre and set­ting. What we are in­ter­ested in most are pro­jects that can be of­fered to our 180 mil­lion-strong au­di­ence.

What kind of ex­per­tise can you of­fer to po­ten­tial part­ners?

First and fore­most, we have ac­cess to Wargam­ing’s colos­sal re­sources. This en­ables us to pro­vide our po­ten­tial part­ners with ex­per­tise we’ve gained in de­vel­op­ment and pub­lish­ing, as well as to give ac­cess to our mas­sive au­di­ence.

Wargam­ing is renowned for strat­egy games. What can you of­fer those work­ing in other gen­res?

Our lab­o­ra­tory is a stand­alone unit where we work with pro­jects that are beyond the Wargam­ing de­vel­op­ment tra­di­tion. We have dealt with an in­die twin-stick shooter for PC ( Hy­brid Wars) and Cal­iber, a co-op shooter for our Rus­sian au­di­ence. We don’t limit our­selves to a par­tic­u­lar genre.

Wargam­ing has grown from a small in­die com­pany to a huge one. How do you main­tain a start-up spirit?

Speak­ing about Wargam­ing Labs, we’ve never been a huge team, as some may think when they hear ‘Wargam­ing’ in our ti­tle. In fact, we’re a small, fo­cused bunch of pro­fes­sion­als. We un­der­stand that only close com­mu­ni­ca­tion with those who cre­ate games will help us un­der­stand what makes the game in­dus­try tick, how to speak a com­mon lan­guage with de­vel­op­ers and how to re­tain this start-up spirit. How­ever, due to our ac­cess to all Wargam­ing’s re­sources around the world, our ex­per­tise goes far beyond that of a usual startup. These ca­pa­bil­i­ties em­power us to ex­per­i­ment with new me­chan­ics, ser­vices, and busi­ness mod­els, pro­vid­ing ex­ter­nal de­vel­op­ers with busi­ness, pro­mo­tional, and op­er­a­tional sup­port needed to re­fine pro­to­types into fin­ished prod­ucts.

“We’ve al­ways had a strong sense of help­ing out other com­pa­nies”

Sprawl­ing sci-fi 4X game MasterOfOrion was one of two Wargam­ing Labs ti­tles to launch last year

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