Merel van der Wal
Nebelkampf










ABOUT THE GAME
The enemy is out there, hiding in the mist. Sight is your most valuable asset, but also your biggest weakness. Nebelkampf is a turn based strategy game, made in a custom engine.
INFORMATION
Platforms:
Engine:
Year:
Team size:
PC
Custom
2017
11
RESPONSIBILITIES
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Paper prototyping
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Gameplay scripting (LUA)
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Gameplay design
LEARNING ACHIEVEMENTS
Working with this custom tech was an incredible learning experience. The engine had been developed for a few months, by a very talented group of programmers, before we got our hands on it. The engine was initially designed for a turn-based strategy game. To demonstrate its potential, we formed a full team with programmers, artists, and designers, with just seven weeks to work with.
Paper prototyping
We spent the first four weeks paper prototyping. The game was exciting on paper, and playtesters were eager to see the final product. However, when we translated the game from paper to digital, we encountered issues, and we had only two weeks to solve them. This taught us that we should have started working in the engine earlier to have more time to adapt the brand new engine to our game.
Custom tech
An interesting aspect of this project was that the engine wasn't entirely ready when we began development. Most of the programmers were still fine-tuning it, even as we worked on the concept. Furthermore, the engine programmers had chosen LUA as the scripting language, a choice that prompted me to acquire knowledge in LUA for implementing gameplay mechanics.
It was incredibly interesting to witness the birth of an engine and seeing how we adapted it to make the game development process easier.