Nebelkampf was a digital board game with hexagonal tiles, since the programming discipline built an engine for this in the months before. We used fog of war mechanics that only allows players to see the content of tiles their units are looking at, in which each unit has a different view range and other special abilities. Thus, it became a game about information gathering.
My job was to make sure players understood all their options and had to remember as little information as possible.
I helped playtesting the game, then I made a variety of visual research, mockups, and practice animations to get a clear idea about which direction to go into.
After that I made some interactive mockups to test things out.
In hindsight, it appeared I took too much time concepting the UI, and due to other roadblocks like sick team members and limited UI support in our custom engine, we had to implement it hastily. If I would repeat this progress in the future, I would skip the interactive mockup in favor of immediate implementation in-game.
During playtesting our team identified the need to have a tutorial, which I did research for and came up with a suitable concept. Our engine didn’t support computer controlled opponents, so the training needed to be done during a normal game. After some experimenting, I came up with a non-intrusive solution:
Our team was also dabbling for a long time about how to name the game, so I brainstormed on that a bit and came up with Hazestrike, Cloacked Commando, Veiltroopers, and Nebelkampf, which would ultimately become the name of the project. (Although ‘Veiltroopers’ is still my personal favorite, to be honest!)
I researched a lot of UX doing this project, including psychology and heuristics, and learned how to use patterns and signposts. There were also some mistakes made that taught me to implement the UI into the game as quickly as possible and iterate from there. This project really helped me to understand the basic of UX and encouraged me to continue with the role on later projects.