PAYDAY 2

  • GAME TYPE: 4 player co-operative FPS

  • Studio: Starbreeze Studios

  • Location: Stockhlom, sweden

  • Release Year: 2015

  • My Role: UI/UX Design, 2D Art

  • Team size: 50-70 PEOPLE

  • GAAS: Monthly free updates, DLC, Game modes, Playable heist, etc.

Updating Menus

Leading the development, working with Production leads, Game designers and Programmers to deliver new post launch features for Game as a service live product.

  • Accessibility features (I.e. Motion sickness crosshair)

  • New game mode features (I.e. Holdout)

  • Customization systems (I.e. Weapon colors)

  • Menu redesigns (I.e. Perk deck menu)

Holdout game-mode

Integrated a new game-mode called Holdout into the menus of Payday 2. As the name implies, it is an endurance mode where the players must defend themselves and their hostage(s) from up to 9 waves of increasingly difficult police assaults.

  • Weekly holdout picks from a pool of levels every week. Completing certain waves in weekly will give out certain rewards.

  • Game-mode with 4 player online Co-op.

  • Enable replay-ability

Web 1920 – 41.png
Web 1920 – 42.png

Weapon color customization

We have had weapon skins for a few years and we needed to create a system that was easier for us to maintain in the long run and also give more impact for the players. Weapon colors is able to be applied to any weapon. Weapon colors changes the painted parts of any weapon the player has applied to the weapon.

  • Weapon colors can be applied to any weapon

  • Players can get free colors and also purchasable packs of colors.

  • Player can inspect color before they buy.

2D Assets

Creating assets and content continuing Live service game

Created hundreds of individual In-game assets used for free and purchasable Downloadable content.

2D Assets

Various Concept art, Key art

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