The Surge 2: The evolution of degree design Half 1 – A brave mission

An in-depth view of the event processes and strategies of The Surge 2.

For the reason that launch of The Surge 2 just a few weeks in the past, one of many distinctive and sometimes praised elements of the sport has been Degree and World Design. It didn't occur by probability. As an alternative, we labored laborious on the method that allowed us to create these distinctive designs. Beginning with The Surge and its DLC A Stroll within the Park and The Good, the Unhealthy and the Augmented, we labored lots on our inner processes of making ranges and play areas that revolve across the fundamentals of video games and likewise touched on participant feedback we acquired for the primary sport.

A brave mission
Creating a bigger and extra open sport world additionally brings with it many challenges. It’s much more necessary than ever to work with collaborative and iterative processes involving individuals from all departments. To create an expertise that’s each daring and convincing for the participant. A better relationship between artists and designers has allowed us to form the sport world extra freely and iterate extra deeply its visuals and consumer expertise with the identical aim – a greater gaming expertise. To higher perceive what we truly did to create this degree, the place we got here from and the place we ended up, we need to give a bit perception into the evolution of our degree creation course of for The Surge 2. The best way ahead was clear to us from the beginning. We wished to:
Create an even bigger, extra open and extra diversified sport world. Get out of CREO's industrial and claustrophobic complexes. Whereas they’d their very own id for The Surge, we would have liked a brand new twist for the sequel.
Additionally provide extra freedom to gamers. Not solely when it comes to gameplay however in all instructions – model of play, motion, fight, approaching the sport on a really private, micro and macro degree.
Enhance our motion. We additionally wished to attempt extra courageously the crossing and the verticality, particularly for the design of ranges. Gamers ought to actually really feel overwhelmed and cellular when crossing the assorted environments of town of Jericho.

We knew that to realize this, we had to enhance our processes so as to obtain our imaginative and prescient and make it occur.

Don't miss half 2-Four of The Surge 2: the evolution of degree design coming within the coming days.

Alina Dreesmann
Degree designer

Alina is Degree Designer and has been working at Deck13 for greater than Four years now. She began her profession as an intern whereas learning sport design.
With two others, she labored on the design of the degrees of Deck13's video games. She contributed to The Surge 1 and its DLC and has in fact labored on The Surge 2 since its creation.

Romina Scagliarini
Environmental artist

Romina is an Environmental Artist at Deck13. She works intently with different artists and designers within the surroundings. Earlier than that, she additionally studied Recreation Design with Alina and labored as a contract artist. She joined the corporate in 2017 and labored on the DLC A Stroll within the Park and The Surge 2.