Zero Blog
the process, the research and the studio behind each game
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Behind the Game
The rulebook with no birth certificate
The least game-like thing in the cabinet has the strangest origin story: it shipped in minutes, renders by construction, and for twelve days nobody could prove what prompt created it.
Corporate Identity Manual -
Studio Notes
And now, we iterate
The prompt is one-shot. The build never was. One line births the game; the loop raises it — and once, when a ten-minute chore refused to be done, the loop handed us a whole product we never thought to ask for.
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Studio Notes
Cabinet: play the collection offline — and shoot it
A native desktop player mirrors the library, runs every game full-screen with the wifi off, and grabs the screenshots and footage you see on these pages.
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Behind the Game
Building 3D Fighter
How one prompt — “a 3D hand to hand combat in the spirit of Street Fighter, Tekken and Mortal Kombat” — became the collection’s first WebGL game, engine and all.
3D Fighter -
Research & Reference
Frame Data First: Designing a Browser Fighter Before the Engine Exists
A one-on-one 3D brawler lives or dies on numbers you never see — startup frames, active windows, hitstop, and a CPU that reads distance. Here is the reference our AI department wrote before a single line of Three.js.
3D Fighter -
Research & Reference
Scoring a game with no audio files
Every game in the collection sounds like something — a break shot, a two-stroke engine climbing its rev range, a knockout — and not one of them ships a single sound file. Here is how you build a soundtrack out of oscillators, noise, and envelopes.
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Studio Notes
One model, a whole studio
Every game here is built by a game studio that fires itself the moment the credits roll. The studio is one model. The org chart is a dial marked 'reasoning effort.'
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Research & Reference
The Bike Doesn't Know It's a Bike
How a chassis, two sliding wheels, and one honest friction rule add up to a 2D dirt bike that wheelies, lands, and crashes on purpose.
Motocross -
Research & Reference
How to simulate a pool table in SI units
The physics an engine needs before it exists: slip velocity, the slide-to-roll transition, and why 0.4 of a radius is the only cue-tip height that matters.
Physically Accurate Pool