During my 7-month internship at Deck13 Interactive, I had the pleasure of working as a 3D Environment Artist and contributing to many levels of The Surge 2, both the base game and the DLC.
I witnessed an exciting final phase of production. During this time, levels were being detailed, optimised and finalised for the upcoming release. This meant I was allowed to decorate the relatively sparse level geometry and do set dressing in the in-house engine (Fledge) using available props. I paid attention to environmental storytelling and tried to support the storyline with thoughtful placement of props.
I spent most of my time working on the levels: Undeground and The Great Wall . I also contributed to these levels: Gateway Bravo, A.I.D. Command, Downtown Jericho and VBS Krakow (DLC)
After the final art pass and content lock, I worked on the optimisation of the levels: the levels: Decal Rendering, Shadow Mesh and Collision Mesh modelling.
This project was a huge team effort and I had great support from my Art Team Lead: Mark Hacker and my colleague Andreas Lott who was an excellent mentor. I am also very grateful for the support of my kind colleagues from the Art Department: Romina Scagliarini, Yve Weber, Ludwig Plath (Environmental Art), Alina Dreesmann, Alexander Bönicke (Level Design), Sergei Kurlenko, Constantin Copony (Tech Art), Timm Schwank (Art Direction) and many more.
This project was a huge team effort and I had great support from my Art Team Lead: Mark Hacker and my colleague Andreas Lott who was an excellent mentor. I am also very grateful for the support of my kind colleagues from the Art Department: Romina Scagliarini, Yve Weber, Ludwig Plath (Environmental Art), Alina Dreesmann, Alexander Bönicke (Level Design), Sergei Kurlenko, Constantin Copony (Tech Art), Timm Schwank (Art Direction) and many more.
The Surge 2 - The Kraken DLC
After finishing the levels for the main game, I collaborated on the concept and blockout of the DLC level. I was also able to add set dressing to this level. My other tasks included: vegetation placement, material creation, minor prop modelling, managing the asset zoo - collection of props, instancing modular geometry level geometry.