Zero Blog
the process, the research and the studio behind each game
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Behind the Game
The game that taught the studio to look
Wardrobe Doll is the only game in the cabinet with two generations — because the first one passed every test except the one that mattered: somebody actually looking at it.
Wardrobe Doll -
Behind the Game
The ball that wouldn't stop rolling
The whole brief was five words — "a physically accurate pool game" — and the hardest part turned out to be making the balls stop.
Physically Accurate Pool -
Behind the Game
Six rounds against the wheelie
"Motocross single player with level editor" — five words in, and the studio spent the whole build learning what a wheelie actually is.
Motocross -
Behind the Game
The one that shipped with a stub
"top down hoards shooter, twin stick compatible" — typo preserved, because that's exactly what was typed, and around here the prompt is the birth record.
Twin-Stick Horde -
Behind the Game
Frame data across a memory wipe
"A 3D hand to hand combat in the spirit and vein of street fighter mortal combat tekken etc" — the most ambitious brief in the thread, and the first time the studio reached for a third dimension.
3D Fighter -
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 -
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