(ZER_O.04)
’025
Dana Tamir
/GAME
Cyberpunk gameplay across two worlds
Services
Concept design
Visual identity
Print materials
UX / UI

(K.04)ZERO
CON.TROL
Cyberpunk gameplay across two worlds
One city, two worlds, zero control.
Zero Control is a cyberpunk board game developed in collaboration with Lila Osipov and Shaked Cohen. Set in Neon City, it combines physical gameplay with a companion app, leading players through missions, strategic decisions, and evolving challenges that shape the course of each game.
The project included the visual identity, game system, card design, packaging, app interface, and promotional materials, creating one cohesive futuristic world across physical and digital platforms.
(01)
/Logo

A wordmark built for a world run by machines. Squared, angular letterforms read like a terminal font cut from metal, and the O in ZERO becomes a lens with a single point in the centre: the eye of the system that is always watching. CONTROL sits underneath in the same geometry, tight and locked into place.
Wordmark · Brand system
(02)
/Board
Neon City as a hex map: players move between districts, start and prison zones and hidden ? tiles, while red and purple nodes trigger engage and card draws. Each key location gets its own illustrated tile, like the workshop.
Game board · Location tiles


(03)
/Cards
A full card system: character cards with backstories and life tracks, rivals, and upgrade cards for weapons and bionic parts. A shared grid of hexagons, circuit lines and one accent colour per role keeps every deck part of the same world.
Card design · Characters · Upgrades




(04)
/Play
Board and companion app work together: the app runs missions and decisions while the table holds the fight. At the exhibition, the game was set up as a full Neon City corner, lights, props and all.
Gameplay · Companion app · Exhibition

