Merge Surge is a mobile merge tower defense game published by MassDigi, available on both the App Store and on Google Play. Merge chips to create powerful upgrades as you defend Neo Robo City from the invading N.I.G.H.T. virus!
On this project, I was an assistant lead artist, responsible for both 2D and 3D art assets. In addition to generating assets, I contributed to the level design as well as the overall game design.

My Contributions:
- Created backgrounds and 3D environment elements
- Created UI art and animations
- Modeled and textured tower upgrades
- Assisted in the design and implementation of title screen and main level
- Assisted with concepting towers and enemies


ENVIRONMENT ART
The process of creating the 2D background elements involved a long process of trial and error. I collaborated with our programmers as well as the lead designer to experiment with various enemy and tower placements, as well as several different camera angles. The mix of 2D and 3D elements in combination with the perspective camera angle led to some challenging issues with the layering and placement of the path. Ultimately, this was the final path design and artwork.
Additionally, I developed these 3D neon signs for the game environment. I generated alphas of alien, robotic-looking text in Photoshop to aid in the creation of these signs. I then modeled the signs in Maya, and used Substance Painter to create emissive signs with transparent backgrounds. The emissive maps were left white for the programmers to easily be able to change the emissive color via code - the signs flash brightly when the player completes a level.
This vertical sign was ultimately replaced with the "wave counter" to incorporate the game UI as part of the environment for an added level of immersion.
UI COMPONENTS
The computer chips also went through several iterations, mainly for readability purposes due to their small size on-screen. The key information the chips needed to convey to the player was both the tier (or number) as well as type (from left to right: ice chip, plasma chip, and electricity chip). I experimented with a few sizing and placement options regarding the symbols and numbers before arriving at this final version of the chips.
I created this animated holographic arrow UI as part of the game's brief tutorial.
I created futuristic chests, and gave them a glowing animation to play when a player taps a chest to open it. Above left is the sprite sheet for the chest which reveals a computer chip, and above right is the sprite sheet for the chest which reveals an opportunity to watch an ad for a better chip.
I used Photoshop to create these neon UI components to hold chips in the merging area.
I also developed the art for the app's icon.
TOWER ADD-ONS                                                                           
Frost cannon
Frost cannon
Plasma ball
Plasma ball
Tesla coil
Tesla coil
I used Maya and Substance Painter to model and texture these add-on features, which appear on towers after a certain level of upgrade is reached. These serve as visual indicators to the player that their towers are getting more powerful.

TOWER AND ENEMY CONCEPT ART
I assisted the Lead Artist with concepting the robotic towers and enemies. Some concepts, such as the buzzsaw arms, ultimately did not end up in the game, but the square robot with a screen face became a core feature of the towers' character design.
Back to Top