Deep in the Siberian forest there is a hidden lab underneath a lumber mill. The Payday gang has to force their way in to the lab using a EMP bomb and find out what is going on there…
Boiling point was the first map of my own design that I created for Payday 2. Since it was based on the movie ”Hardcore Henry” it had to be extreme in terms of the combat. Anti-air guns, an EMP bomb and super soldiers were included to make this one memorable experience. It was voted the best heist of 2016 by the Payday 2 subreddit.
The second day of the Biker heists takes the gang to a train with valuable cargo. Starting at the back they have to fight their way forward through tonnes of enemies and vehicles to get to the loot.
Interception is the most technically advanced map in Payday 2. Because it is set on a moving train all enemies had to be flown in by helicopter, I also added cars on the side of the train and various other enemies to create more intense combat. The layout of the train is randomised and is different each time you play it. This created a very complex navigation for the AI but in the end it turned out great. It is a relatively short map but also one of the most intense maps in Payday.
The design and scripting I created together with one of the other level designers on Payday.
The payday gang gets tasked with a revenge job in the famous Scarface mansion, sneak in or go guns blazing!
Scarface mansion is as it sounds based on Tony Montanas mansion from the movie ”Scarface”. It was a challenge to create a map that is based on such an iconic location and that also works well both in stealth and combat. The result is a over the top revenge job with lots of cocaine and money sprinkled in…
The return of a classic from Payday: The heist. The gang has to attack an armoured convoy to retrieve the gold that it is carrying.
This was the first map I worked on when I started on Payday 2. It is a remake from the first Payday game. I redid all the scripting and navigation as well as added some new randomisation. The result is an improved version of the classic that many people loved from the first game.
In a suburban house the Payday gang has gotten word of a money printing scheme going on in the basement. They will have to gain access to the basement to steal the plates, or if they are brave – print money while the swats try their best to finish them off…
Counterfeit is another remake from the first game. I took over this map when it was halfway done, I realised quickly that it needed that something extra that it was currently lacking. I made the map ”endless”. That means that the players can stay however long they want and keep printing money in the basement to get more and more money and experience.
Crystal Crawl was a seven week game project in collaboration with Microsoft where we were to make a vertical slice of a free to play game made for the Windows Surface 2.
In Crystal Crawl I was in charge of the level design and building the three dungeons we had in the game. I also did a lot of scripting including the three spells and the upgrading system for the tower.
We wanted to build three very different dungeons to show how the game can play both early and late in the game.
We decided to have the camera locked room by room and also that you can’t leave the room until you defeat all the monsters in the room.
This meant that every room needed to feel and play different and also that the different dungeons needed to have a different feel and look to them.
There was also the time factor, it was important to create the different dungeons without putting to much strain on the artist to create assets. Mostly I decided to play with the floor plan and put holes in the floor as well as expanding in the walls to create a different floor plan for each room.
The tutorial dungeon was the most important to us and the only one where we decided to add hero pieces and scripted events.
In the tutorial it was important to clearly teach the player the controls as well as the goals of the dungeons.
The easy dungeon is exactly as it sounds, easy. Most rooms contain only a few enemies and are quite easy to defeat. The dungeon is fairly straight forward and it is usually only one or two exits at each room to avoid getting lost.
The hard dungeon is where we really wanted to challenge the players. I wanted this dungeon to be darker than the others and decided on a prison theme.
This dungeon is really hard and there are several rooms with multiple enemies. The most challenging rooms contain several mushrooms that will shoot both mortars and bullets at the player.
The player needs to be skilled and smart to complete this dungeon.
During my time at Futuregames we were tasked with making levels to Unmechanical which were later to become the added content for Unmechanical Extended is released on PS3, PS4 and PlayStation Vita.
I was in charge of creating the first puzzle in the game.
In the intro of the level the main character and his friend is separated and in this first puzzle the player must help his friend who is stuck in a room behind a glass window.
The player must pull levers which moves big pressers. Each lever controls several crushers and the player needs to figure out which levers needs to pulled in order to make all the crushers go to the back so the friend can pass.
When you pull a lever it shifts the positions of the pressers it controls. As an example level two controls the first three crushers.
Every time a crusher moves to the back a light in front of the crushers changes from red to green to make it easier for the player to understand how to solve the puzzle.
Following is a video of a playthrough of the puzzle:
I tried a lot of different combinations on the levers when designing this puzzle and then had my classmates test it to find the perfect difficulty level.
The whole puzzle can be solved in three moves if you do it perfect but in test of the puzzle most people need a lot more.
After the designing and scripting of the puzzle was finished it was handed off to a level artist to finish it.