





Nomad's goal was to create a game in the style of real-time strategy titles, but one that also introduced a series of new elements that significantly modified the flow of the gameplay. The player is given a series of build options, but no mobile units to control.
In contrast, the computer-controlled opponent uses only mobile units and structures. This forces the player to turret rush an opponent instead of using a conventional attack strategy.
Students involved
James C. Thomas — Artist, Game Designer, Level Designer
Cameron Watkins — Programmer, Game Designer
Chris Barrett — Programmer, Game Designer
Stephenie Tarzwell — Quality Assurance, Producer
Ricky Meisner — Sound Designer
Creative Director — Steven Engel Craven