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Payday
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Payday 2: Mountain Master Heist DLC

 

Release: March 2022 - PC

Overview:

The Mountain Heist is the grand finale of the “City of Gold” campaign in which the Payday gang are facing the Triads in San Francisco, California. The Payday gang have been asked to forcibly remove the Triad leader from his post in order to install new leadership, while making a profit in the process. 

 

As with most heist levels this can be completed in both stealth and loud gameplay approaches. The heist features multiple options of approach at various points throughout to give the player an exciting new experience and encourage replayability.

 

I worked alongside a fellow level designer as we co-developed this level from paper concept to a few months before the contents release when I moved on to other content. My contributions towards this heist were:

​​

  • Created level documentation - top down layout for parts of the level, gathered reference, asset lists, VO documents, gameplay objectives that fit the narrative brief

  • Blocking out parts of the level in editor (proprietary version of the Diesel engine)

  • Created and implemented gameplay assets - gameplay interactions, AI, SFX, VFX

  • Prototyped and created new gameplay using existing tools and features

  • Visual Node Scripting and Lua scripting to orchestrate gameplay

  • Adding dynamic and replayable elements within the level to enhance replayability

  • Bug fixing

 

Some elements I am particularly proud of implementing for this heist were:

 

  • Created the top down layout for the Penthouse section of the level based on gathered reference

  • Suggested and prototyped the Elevator dropping sequence

  • Prototyped and implemented the car bursting through doors and off the building

Lobby
Elevators
LoungeCar
KitchenDine
MeetingRoom
DragonArtwork
BalconyBar
BalconyLarge
Bar
ApartmentEntrance


Trailer:

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Payday 2: Ukrainian Prisoner Heist DLC

 

Release: June 2021 - PC

Overview:

The Ukrainian Prisoner Heist is the second of four heists that make up "The City of Gold" campaign, which is based around the payday gang vs the Triad based in San Francisco, California. After the gang targeted and stole an expensive gold dragon statue the Triad have hit back and kidnapped a friend of the gang, Vlad. The gang have found his location and now must break in and rescue him.

I worked closely with a fellow level designer to create and iterate on this heist from its conception to its final release. My contributions towards this heist were:

  • Created level documentation - top down layout of the level, asset lists, VO documents, gameplay objectives that fit the narrative brief

  • Blocking out parts of the level in editor (proprietary version of the Diesel engine)

  • Implemented gameplay assets - gameplay interactions, AI, SFX, VFX

  • Visual Node Scripting and Lua scripting to orchestrate gameplay

  • Adding dynamic and replayable elements within the level to enhance replayability

  • Bug fixing

 

Some elements I am particularly proud of implementing for this heist were:

 

  • Adapting the “point of no return” mechanic to create intense, exciting and memorable gameplay experience for the player

  • Being responsible for the majority of the cover in the level (for both stealth and loud gameplay styles)

  • Created a wide variety of different combat encounters - variations in close, medium and long range combat

  • Brought back and improved on drones for stealth gameplay


Trailer:

PD2 sand dlc
PD2 Dragon Heist


Payday 2: Dragon Heist DLC

 

Release: March 2021 - PC

This was the first heist I contributed towards after joining Starbreeze. I assisted fellow colleagues near the end of this heists production, Specifically:

 

  • Implementing and editing gameplay instances

  • AI interactions

  • Level collisions

  • Bug fixing

 

I also assisted fellow level designers who are leading up other levels by providing support in terms of feedback, asset implementation, scripting and work on AI implementation.


Trailer:

Payday3
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Payday 3

 

Release: TBC

Payday 3 is currently in active development, so I am unable to go into too much detail regarding the game itself. I am able to confirm that my contributions towards the title so far have been:

 

  • Designing a level for the projects release

  • Creating documentation for the wider level design and technical design teams on how to get started with unreal engine

  • Brainstorming objectives and themes for heist levels

  • Prototyping gameplay

  • Assisting in setting up future metrics that the level design team will use for the project

  • linkedin

©2019 by James Hancock.

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