Zero Day

Zero Day
Zero Day

MAKE — ZERO DAY

Zero Day
Client:
PUNY HUMAN (ORIGINAL IP — UNRELEASED)
View profile
Domain:
Make, Support, Engage, Relate

The original cyberpunk extraction shooter the studio was building toward — playable art test delivered, funding not secured.

Partner studio: Puny Human

Concept

An objective-driven cooperative cyberpunk looter-shooter and spiritual successor to Dystopia, built around consciousness transfer between bodies and androids as a tactical mechanic, implant-based augmentation, point capture with primary-objective extraction, loot and crafting progression, cosmetics and matchmaking. A dual-layered world set a dark physical city against a bright, glowing cyberspace.

Requirement

The studio's strategic aim was to move from outsourced service work back to original product. That required a fundable pitch: a consolidated visual brand, a coherent art direction distinct from genre convention, and a playable demonstration of the vision — built with engineers, animators and artists rotating off client projects, without a dedicated budget.

Approach

The project was built in Unreal Engine 4 and later migrated to Unreal Engine 5. Art direction moved deliberately away from conventional cyberpunk blue toward an orange palette to differentiate the brand, and the dual-layer world design — the physical city against digital cyberspace — was established as the central visual and mechanical hook.

Concept art covered avatars, weapons, UI and environments, with 2D and 3D mockups feeding a consolidated pitch deck. Development ran with a community-transparent update program.

Delivery scope

  • Original IP and game design
  • Art direction and visual branding
  • Concept art (characters, weapons, UI, environments)
  • 3D art and in-engine implementation
  • Unreal Engine 4 and 5 development
  • Multiplayer, matchmaking and progression systems
  • Pitch deck and investor materials
  • Community-transparent development program

Results

  • Playable art test delivered, demonstrating the visual direction to investors
  • 30–60 person-months invested, across an art director, a 3D lead and rotating engineering and animation staff, 2019–2023
  • Venture funding sought through Q2 2023; funding was not secured

Engine: Unreal Engine 4 → Unreal Engine 5.

Venture funding sought through Q2 2023; funding was not secured

Wireframe cubes nested inside a larger open cube, drawn in indigo and periwinkle line work.Wireframe planes stacked in ascending steps above a dense lattice.An open wireframe cube crossed by diagonal lines converging at its corners.

Next

MAKE — IMPOSTORS
Impostors
Explore
Showcase
All
Work
Explore
Contact

Tell us what the production problem is

Describe the problem and we will scope the smallest useful engagement.

Your message has been received.
A new story begins here.
Oops! Something went wrong while submitting the form.