


SUMMARY
During my time at Starbreeze Entertainment I was working on Payday 3 which is made in a highly modified version of Unreal Engine 4.27. I worked on two different levels while being there, both being very scripting heavy as all the objectives, their functionality and most in-game interactable actors and puzzles are hand scripted in the level blueprint.
The first level being the Shopping Spree heist which is a shipped DLC for Payday 3. While working on this heist I was assigned the Nobleman Lounge which is one of the three main stores or areas in the level which houses main loot. This store itself had it's own scripting sublevel which I used to script the objectives and everything related to this store.
I also got the chance to oversee a lot of the stealth gameplay such as the ventilations. These include randomized puzzles where they player has to slice cables to turn off fans to be able to proceed forward. The vents lead into the different stores in the heist which houses the main loot. I also did a lot of work on the guard spawn and patrol points, camera positions and lure positions to create a balanced but still challenging stealth experience. Some camera positions are also randomized to add some unpredictability.
The second level being an unannounced heist where I got to pitch the level and get it accepted before starting to work on the heist itself. The primary goal was to create a heist with good replayability which included creating and adding randomization for spawn points, objectives and AI in the level.
I had full ownership over this heist and worked together with primarily environment and tech artists to design and request different custom assets and interactable actors that was needed for the heist. This required a lot of iteration to get everything right and I brought the level to a finished state before the internship was completed.