zero day

technology used

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Unreal Engine

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Blender

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Adobe Illustrator

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Adobe Photoshop

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Zero Day was an internal Puny Human project I worked on between contracts and during my free time from March 2021 to March 2023. Zero Day underwent many changes during this prototyping phase it was ultimately canceled when Puny Human closed its doors.

Below is a small accumulation of my work on the project over two years, some of the designs I documented, and what I learned. I greatly appreciate that Puny Human has allowed me to present this project on my portfolio, as it was an incredible learning experience for me, and I loved Zero Day.

city design concept

When my work began on Zero Day, it was heavily inspired by games like Escape From Tarkov and Hunt: Showdown. We wanted a large map that players would join and leave at will. When players joined, they aimed to complete contracts, obtain loot, and try to survive. In their way were AI enemies and other players competing for that same loot. Different teams of players would organically interact with each other and fight to the death to steal each other's loot.

All players had a primary objective to complete to allow extraction, but many other optional goals littered the level offering more rewards. I created an enormous, highly vertical city that could act like a lite sandbox to accomplish this loop.

district design concept

While working on the city prototype, we realized that such a large, complex level with non-traditional multiplayer on top of the existing complexity of a dual-space looter shooter was simply out of scope. For that reason, the districts prototype was born.

This design still focused on PvPvE looting and shooting but with smaller levels chained together linearly. This design decreased the scope, made room for quicker post-release content, and did so without changing our core or pillars. A majority of my time with ZD was spent with this prototype.

zero day game design document

When Zero Day evolved to a smaller, more focused scope, I got the pleasure of creating a GDD to help align the team on the new design and goals for the project. My goal wasn't to create a comprehensive list of every mechanic and metric but to explain the main features of the game and how they worked together, providing examples and detail where needed. Please keep in mind this is incomplete.