Making of Cards in Fogpiercer
2025-11-12 , Iberico

We put in a lot of effort to make the cards in Fogpiercer feel and look awesome, the cards need a lot of information that is then also communicated to the player. In the talk I'll show how we went about implementing both 2D and 3D versions of the cards.


There's a lot to consider with cards in games, in a way they're a bit like buttons, buttons with tons of information and requiremnents, they also need animations and juicy visuals that support player fantasy. Fogpiercer uses both 2D and 3D cards, depending on context. We went through numerous iterations and polish rounds to make the cards in Fogpiercer look and work the way they do now. I'll share our process, how they changed over time, what they look like now and how we achieved current results.

Krystof Klestil has been using Godot since April 2018 and credits the engine with helping him become a game developer, as it just made sense to him from the start. With a long-time passion for game creation, Krystof has explored various creative pursuits ranging from websites and graphic design to leatherworking and knitting before focusing on game development.

In 2020, Krystof co-founded Mad Cookies with friends and has been making games together with the team since then. His experience spans both 2D and 3D game development, with particular expertise in creating engaging card-based gameplay systems and visual design.