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

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

Because the launch of The Surge 2 a number of weeks in the past, one of many distinctive and infrequently praised components of the sport has been Degree and World Design. This 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 Dangerous and the Augmented, we’ve got labored rather a lot on our inside processes of making ranges and play areas that revolve across the basic rules of video games and likewise addressed the participant suggestions we obtained for the primary recreation.

A brave mission
Creating a bigger and extra open recreation world additionally brings with it many challenges. It’s much more vital 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 person expertise with the identical objective – a greater gaming expertise. To raised perceive what we really did to create this stage, the place we got here from and the place we ended up, we need to give somewhat perception into the evolution of our stage creation course of for The Surge 2. The way in which ahead was clear to us from the beginning. We needed to:
Create an even bigger, extra open and extra various recreation world. Get out of CREO's industrial and claustrophobic complexes. Whereas that they had their very own identification for The Surge, we wanted a brand new twist for the sequel.
Additionally provide extra freedom to gamers. Not solely when it comes to gameplay however in all instructions – type of play, motion, fight, strategy to the sport on a really private stage, micro and macro.
Enhance our motion. We additionally needed to attempt extra courageously the crossing and the verticality, particularly for the extent design. Gamers ought to actually really feel overwhelmed and cell when crossing the assorted environments of town of Jericho.

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

Don't miss half 2-Four of The Surge 2: the evolution of stage design to return 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 recreation 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 environmental artists and designers. Earlier than that, she additionally studied Sport 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.