Website powered by

Type Zero - Master's Game Design Thesis Project

Type Zero - Second Beta Gameplay. All voiced dialogue in the game is in Japanese. I came to the decision to use Japanese for two reasons. First, a big inspiration for the tone of the game is the anime Guyver which features dramatic narration in Japanese.

The game takes place in a large skyscraper in the heart of the city. There will be 10 floors that the player will have access to each with many rooms to explore. Dying at any point will send the player back to the first floor.

The game takes place in a large skyscraper in the heart of the city. There will be 10 floors that the player will have access to each with many rooms to explore. Dying at any point will send the player back to the first floor.

Exploration 1 - The door to the next area is blocked by a barrier. Clear the are of all hostiles to lift the lockdown.

Exploration 1 - The door to the next area is blocked by a barrier. Clear the are of all hostiles to lift the lockdown.

Exploration 2 - Some locked doors can be opened by bypassed.

Exploration 2 - Some locked doors can be opened by bypassed.

Exploration 3 - Use the scanner tool to highlight objects of importance such as the energy breaker for a locked door.

Exploration 3 - Use the scanner tool to highlight objects of importance such as the energy breaker for a locked door.

Enemies Mimic Type 1 - enemies can mimic the shape of ordinary objects such as a trash can.

Enemies Mimic Type 1 - enemies can mimic the shape of ordinary objects such as a trash can.

The story of this environment evolved overtime to better fit with the overall design of the environment. It was no longer a recreational area but instead a penthouse. This penthouse is home to high profile military leaders and has entered a lockdown state

The story of this environment evolved overtime to better fit with the overall design of the environment. It was no longer a recreational area but instead a penthouse. This penthouse is home to high profile military leaders and has entered a lockdown state

Use the UV light to reveal the enemies true form

Use the UV light to reveal the enemies true form

Combat 1 - Type 4 mimic will camouflaged themselves. The can regenerate health while camouflaged.

Combat 1 - Type 4 mimic will camouflaged themselves. The can regenerate health while camouflaged.

Combat 2 - Use the UV light to reveal the enemies true form and make them vulnerable.

Combat 2 - Use the UV light to reveal the enemies true form and make them vulnerable.

Combat 3 - Enemies attacks can be blocked by using an energy shield.

Combat 3 - Enemies attacks can be blocked by using an energy shield.

Combat 4 - Health, represented by the green bars on the characters back, can be regenerated by taking a knee.

Combat 4 - Health, represented by the green bars on the characters back, can be regenerated by taking a knee.

UI 1 - light font color to contrast with the black background and make the text easy to read. The text was aligned along the lower right and left corners of the screen to fill the negative space in the image but to also left the planet unobstructed

UI 1 - light font color to contrast with the black background and make the text easy to read. The text was aligned along the lower right and left corners of the screen to fill the negative space in the image but to also left the planet unobstructed

UI 2 - The tips menu provides a log book with information about enemies and mechanics. Illustration by Brizhette Jung

UI 2 - The tips menu provides a log book with information about enemies and mechanics. Illustration by Brizhette Jung

UI 3 - Illustration by Brizhette Jung

UI 3 - Illustration by Brizhette Jung

UI 4 - Style Guide was used to complement the different color lights used throughout the game. fonts Ihttps://cdnb.artstation.com/p/assets/image used help build the image of a sci-fi world while also not being obtrusive to the player's overall experience.

UI 4 - Style Guide was used to complement the different color lights used throughout the game. fonts Ihttps://cdnb.artstation.com/p/assets/image used help build the image of a sci-fi world while also not being obtrusive to the player's overall experience.

Introduction to the game which give a brief summary of the central conflict of the story. Narrated in Japanese by Naoto Yamamoto.

Type Zero - Master's Game Design Thesis Project

Gameplay demo for my senior thesis project called TYPE ZERO.

TYPE ZERO is a 3rd person action game in which players use light to reveal hidden creatures. These creatures possess the ability to mimic the shape and color of any object and camouflage themselves in the environment. Players will explore the environment to locate and contain all threats.

Synopsis

In the distant future humanity has colonized dozens of worlds. They have yet to encounter intelligent alien life…Until now. An asteroid carrying a hostile alien species called the “Er” has crashed into the largest city on Planet Orphan XIII. Humanity was not prepared for this first encounter. The Er greatly outnumber their foes and humanity must find a new way to fight back.

The player arrives in the capital city several hours after it has been invaded. Tasked with rescuing the Defense minister, the player must examine clues, combat hostile forces, and discover secrets about why the Er are invading.

Type Zero’s aim is to build an interesting sci-fi world for players to adventure through by combining intense action gameplay, high quality visuals, and immersive sound design.

Special thanks to Ardak Mukanova for helping me decide on which fonts to use in the game. A huge special thanks to Jobye-Kyle Karmaker. Your mentorship was paramount in the completion of this project and for my growth as an environment artist.