Prague and Vienna to better represent that period and locations. The four-person art team led by Kraaijvanger used Alias Wavefront Maya to create 3D art. Nihilistic's management wanted Kraaijvanger to use a less expensive tool but relented when the cost was found to be lower than had been thought. Throughout the project, the art team built over 1,500 3D models. At the start of development, Nihilistic wanted to support editing of the game by the user-community, having seen the benefits to the community while working on other games. Staff who worked on Jedi Knight knew the experience of creating a new, customized programming language called COG that gave the programmers the results they wanted but cost time and significant project resources. With Redemption, they wanted to incorporate an existing scripting engine that would more easily enable users to further develop the game instead of developing their own code again, which would consume months of development time. The team tested various languages, but became aware of another studio, Rebel Boat Rocker, which was receiving attention for its use of the Java language. Speaking to that studio's lead programmer Billy Zelsnak, Nihilistic decided to experiment with Java, having little prior knowledge of it. The language successfully integrated into the NOD engine without problems, providing a standardized and freely distributable scripting engine. Several designers were trained to use Java to allow them to build the several hundred scripts required to drive the game's storyline. Design The Nihilistic team used their experience adapting an existing property for the Star Wars games to design Redemption. Reasoning that most people would be familiar with vampire tropes, the team wrote the game assuming players would not need an explanation of the genre's common elements, while enabling them to explore White Wolf's additions to the mythos. When translating the pen-and-paper RPG to a video game, the team redesigned some of the disciplines to make them simpler to understand. For example, in the pen-and-paper game, the "Protean" discipline includes the abilities to see in the dark, grow claws, melt into the ground, and change into an animal, however in Redemption these were made into individual disciplines to make them instantly accessible, instead of requiring the player to select Protean and then select one of the sub-abilities. Huebner said the team struggled with restraint. From inception, the team had developed its assets for a high-end system to ensure the finished