top of page

Payday 3

Starbreeze Entertainment
Level Designer - Scripting

Overview

Disclosure

The work I completed is yet to be released. Therefore, specific details and visual aids are not yet available.

Responsibilities

  • Puzzle Configuration

    • Replace puzzles with improved versions

    • Remove legacy objectives and verify updated objective flow
       

  • Bugfixing
    • ​Identify gameplay bugs through group playtests
    • Investigate level script to isolate and fix bugs
  • Implement Objective Elements

    • Add and randomize gameplay actors, such as hackable routers, medkit stations, and security rooms

    • Placement of preplanning assets which have a chance to spawn in the level if players have purchased a favor before the heist
       

  • Pitch Heist Improvements​
    • Extensive playtests and analysis of preexisting heists

    • Identity and compile core issues, and offer design solutions

The bulk of my puzzle rework took place in Gold and Sharke. 

SBZ_PD3_FirstPlayable_01.png
SBZ_PD3_FirstPlayable_02.png
SBZ_PD3_FirstPlayable_05.png
SBZ_PD3_FirstPlayable_15.png
SBZ_PD3_FirstPlayable_04.png
SBZ_PD3_FirstPlayable_06.png

Workflow

Daily workflow heavily depends on a few things, mainly which stage of development a heist is in. I joined the Payday team when the new heist was already blocked out and arted. 

​

Therefore, my main focus was scripting level functionality for the upcoming heist, updating objectives and puzzles in legacy heists, and bugfixing.  

Reflection

After the cancellation of Project Baxter, I was moved to the Payday team. It came with several new challenges, primarily the amount of scripting required by level designers. 

​​​

I was able to develop my technical skills throughout development, and directly contribute to a new heist​.

bottom of page