My partner took the role of Level Builder / Environment Artist and I took the role of Designer / Scripter.
This map took 6 weeks to make between 2 people. I'll also break down how we consider using RNG (randomization), and the ways we apply it to objectives and mechanics to keep the level fresh and replayable.
I'll start off by saying that Payday's stealth mechanics are not perfect and can be flawed in some areas, but I wanted to focus on the decisions behind the map design, specifically for the heist Murky Station. The skill level of this article is for junior to mid-tier level designers, if you are a senior designer some of this article may sound familiar to you.
While parts of this article are specific problems and solutions for Payday level design, I made sure to discuss them in a broader sense. Today, I wanted to talk about my adventures designing stealth levels for Payday 2 before leaving Starbreeze in January 2018.
With a thriving subreddit, it has consistently been in the top ten games played on steam. It was released on Augand has since shipped over 50 DLC packs and counting. Payday 2 is a four player cooperative first-person shooter with RPG elements that centers around robbing banks and stealing rare loot.