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 levels, blocking out the layout in-engine, to scripting complex level flows all the way to shipping.
What I enjoy the most is to design and script with others: working as a team, giving each other feedback, sharing the overall vision while finding common solutions along the way.
I take great care in scripting a “well-rounded” experience: where the player can play intuitively without the level feeling “too scripted” – a world where the player can fully immerse themselves in. I have an eye for pacing, consistency across maps and the little details in the world. I also love scripting “events” that make a level feel more alive or reactive, which I would love to have more opportunities for in the future.
Full list of projects
Unannounced title
Starbreeze. Aug 2024 - Present
Collaborating with an external studio to create various PvE first person shooter levels for an unannounced title.
PAYDAY 3
Starbreeze. Sep 2020 - Aug 2024
- Gold and Sharke Bank
- Dirty Ice
- Road Rage
- Syntax Error DLC
- Boys in Blue DLC
- Diamond District DLC
PAYDAY 2
Starbreeze. Jan 2014 - Sep 2020
- Border Crossing (2 levels)
- The White House Heist
- No Mercy Remake
- Breakin’ Feds
- Undercover Remake
- No Mercy Remake
- Reservoir Dogs DLC (2 levels)
- Biker Heist (1 out of 2 levels)
- Stealing Xmas
- First World Bank Remake
- Hotline Miami DLC (2 levels)
PAYDAY 2: VR
- Bank heist
- Menu level
PAYDAY Crime War (mobile)
- prototyping various PvE levels
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 project in the world of level design, I have created 2 custom levels (mods) for Left 4 Dead 2. I have taught and learned everything myself in the Source Engine, from how to create layouts and optimization, scripting, lighting, modifying navigation, propping, adding sounds and sound environments etc. This is what kickstarted my passion in Level Design and it’s what I hold close to heart to this day.