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Melanie Schneider
Senior Level Designer

Having worked in both small and large studios and with over 10 years of industry experience, my expertise ranges from designing highly replayable levels, blocking out layouts in-engine, to scripting complex level flows all the way to shipping.

I take great care in scripting a “well-rounded” experience: where the player can play intuitively and fully immerse themselves in. I particularly enjoy scripting with voice overs and to see the world come together to craft an unforgettable experience for the player.

Full list of projects

Unannounced title

Starbreeze. Aug 2024 – Present

Collaborating with KRAFTON to create various PvE first person shooter levels for an unannounced title.

PAYDAY 3

Starbreeze. Sep 2020 – Aug 2024

3 base game levels:

 3 DLCs levels:

 

PAYDAY 2

Starbreeze. Jan 2014 – Sep 2020

13 DLC levels: 

 

PAYDAY 2: VR

 

PAYDAY Crime War (mobile)

 

RAID: World War II

Starbreeze. sometime during PAYDAY 2 development in 2016

Scripting operation “Trainwreck” and “Rogues Gallery” in collaboration with studio “Lion Game Lion”.

Unreleased title

Delta Engine. Jan 2013 – Dec 2013

Being my first job in the gaming industry, I worked on a tower defense indie-game within a small international indie developer team in Germany. As a Level Designer my focus was world building in a custom engine, some 3D asset creation and texturing.

Cry of Fear (“Hotel Terror” custom campaign)

2012 – 2013

Created 4 small levels for the horror game “Cry of Fear” in the Source Engine: world building, scripting level flow, propping, placing lights, sound environments etc.

Left 4 Dead 2 (“Skipping Class” custom campaign)

2012 – 2013

As my first passion project in the world of Level Design, I have created 2 custom levels for Left 4 Dead 2. I have taught and learned everything myself in the Source Engine: from how to create layouts to scripting, lighting, modifying navigation, propping, adding sounds and sound environments and optimization. This is what kickstarted my passion in Level Design and it’s what I hold close to heart to this day.