Gate Zero
Gate Zero is a semi-open world, biblical action adventure game about overcoming oppression in an ancient world.
Details
Gate Zero is an upcoming story-rich action-adventure game blending historical exploration, narrative depth, and sci-fi time travel all wrapped in a biblical setting.
The game is set in a dystopian 2072 where an authoritarian regime called Unifi controls the narrative. Players step into the shoes of Max, a defiant young man who discovers his late parents’ time machine and uses it to go back to 30 AD ancient Israel. Max must complete missions, solve puzzles, evade capture, interact with legendary biblical figures, and uncover profound truths to save the future.
Publisher: Templar Media
Developer: Bible X
Platforms: Currently in Production. Confirmed release for PC, Playstation 5 and Xbox Series X/S
Role: Senior Game Designer
Duration: March 2024 - Current
Team Size: 30+
Built in: UE5
Prototype
I was the first experienced game designer hired during the prototyping phase; initially joined as a design consultant before transitioning into a full-time Senior Designer.
I played a key role in defining the game’s core vision and direction during its formative prototyping phase until full-scale production.
Designed and prototyped a wide range of systems, including:
Open-world mission structure and progression
Player locomotion and traversal
Puzzle mechanics, time-based mechanics and yet-to-be announced exciting features
Stealth gameplay systems
Dialogue, narrative flow, and interaction design
Input, UX, and save systems
Applied over a decade of game design experience to guide and mentor a first-time development team, helping establish core design principles, pipelines, and industry-standard production processes.
Contributions helped impress publishing partners and directly supported the game’s successful acquisition by Templar Media.
Production
Utilize data-driven workflows and tools such as Blueprints, Articy:Draft, and proprietary systems to rapidly prototype mechanics, levels, dialogue, and interactions.
Worked closely with other designers to paper-design and block out levels and missions, implementing gameplay systems including AI behaviors and pathing, player economy elements, obstacles, threats, affordances, pacing, and the golden path.
Collaborate daily with art, animation, sound, and production to maintain alignment and ensure a cohesive implementation process
Serve as a technical design resource for other designers and gameplay programmers, frequently assisting with system implementation and problem-solving.
Played an integral role in delivering major milestones, including the gamescom demo.