• GAME TYPE: 4 player co-operative FPS

  • Studio: Starbreeze Studios

  • Location: Stockhlom, sweden

  • Release Year: 2023

  • My Role: UI & UX Design

  • Team size: 80-120 PEOPLE

  • My involvement: Pre-production > Production > Post release updates

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

My Contributions on the Project

Product Owner - Meta Feature Team

  • Owned prioritization and direction of meta features, aligning player experience goals with production scope and timelines

  • Collaborated closely with design, engineering, and production to define feature requirements and deliverables

  • Ensured cohesive UX across progression, social, and meta systems, supporting long-term engagement and scalability

UI/UX Lead & Senior UI/UX designer

  • Led the UI/UX team, aligning design direction with gameplay needs and production constraints for a large-scale multiplayer experience

  • Defined and maintained scalable UI design systems to ensure consistency across menus, HUD, and in-game interfaces

  • Drove a strong focus on clarity, readability, and responsiveness for player-facing design in fast-paced cooperative gameplay

  • Took part and co-operated in Art direction for the UI visuals & conceptual presentation.

Payday 3 - UX Case:

Designing communication for high-pressure co-op

PAYDAY 3 can shift from controlled stealth to chaotic combat in seconds. I designed a communication system that helps 4 players coordinate quickly across controller, mouse & keyboard, voice and non-voice play, and whether they were playing with friends, strangers, or cross-platform teammates.

The Challenge

One of the features that I owned UI/UX design wise was In-game communication. Payday 3 is a game where everything can change in a heartbeat.

During early playtests we tracked several indicators that highlighted the communication problem:

  • ~65% of stealth failures originated from uncoordinated player actions (e.g., multiple players killing guards and wasted “pagers”).

  • Teams without voice chat failed more then +50% more of the rate of voice-enabled teams.

  • Controller players were much slower at typing or using text chat, leading to missed timing windows.

Players weren’t failing due to lack of skill, they lacked a fast, accessible communication layer.

The Solution We Shipped

We built a communication system that worked whether the player had a keyboard or a controller—and whether they were in total stealth or complete chaos.

  • Defined user needs + gameplay requirements

  • Built low-fi sketches → wireframes → prototypes for rapid testing

  • Fast iterative cycles with engineering to align with UE5 & Nebula constraints

  • Continuous in-house testing to validate usability during high-pressure gameplay

(Low-fi sketches to show the Idea of a communication wheel for callouts.)

Communication Wheel

A fast radial interface delivering pre-configured callouts like:
Follow me. Need Ammo. Stay Here. Medic Bag here.
One flick of the stick or mouse—instant communication.

Text Chat

Accessible, cross-platform, and able to receive messages from the wheel—for players who preferred quick text-based coordination.

Each component worked alone, but together they formed a communication network that adapted to any playstyle.

(In-game text chat, cross-platform, quick-access)

Ping System

Players could mark:

  • Guards (critical for stealth)

  • Objectives

  • Loot bags

  • Points of interest

Everyone immediately saw the marker in the world.

(Ping system for marking enemies, objects, bags, and world locations)

Key Implementation Techniques


I worked with the UI engineers to structure the wheel as a modular hierarchy:

  1. Base Widget (RadialLayout)

  2. Child Elements (WheelSlice (Icon + label + navigation logic))

  3. Context Layer (PingContext, StealthContext, LoudContext)


The communication wheel triggered structured “message packets”:

  • Network-Safe (Nebula/AccelByte)

    • Message Type (Follow Me / Need Ammo / Guard Ping)

    • Sender ID

    • Delivery Channel (text chat or UI marker)

(This just a example of Unreal 4 Blueprint, not the actual.)

Impact

The shift was immediate in internal playtests.

Groups that previously struggled without voice chat were suddenly coordinating:

  • Enabled coordination without voice chat

  • Reduced friction in party formation

  • Improved clarity during stealth coordination”

Post-launch, when we added crossplay voice chat, teams meshed even more smoothly. The communication wheel and ping system remained essential for precision callouts, but now voice added a personal layer on top. Together, these systems created the most cooperative version of Payday we had ever shipped.

(Final implemented screenshot from current shipped build)

Surprising findings:

  • Players used pings and wheel callouts 4–5× more often during stealth.

  • Players Used the Wheel to “Talk Emotionally,” Not Just Tactically. During testing, players started using “Thank you,” “Shit,” and “Hi”
    as emotional shorthand, almost like emotes.

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