Level Designer (Combat Arena/Encounter or Racing Tracks/Pacing)

40 souls โ€ข Germany
Remote
Apply
AI Summary

We are looking for a Level Designer to create functional game levels with clear logic, great rhythm, and smooth production integration. The role involves designing and assembling levels for one of our projects, 40 SOULS or SPIN. The ideal candidate has experience in Level Design for action, combat, racing, or other gameplay-heavy genres.

Key Highlights
Design and assemble levels for one of the projects
Work with flow, routing, pacing, readability, and combat scenarios
Collaborate with Game Design, Art, Tech Art, and Programming teams
Key Responsibilities
Design and assemble levels for one of the projects
Create blockouts, layouts, and define overall spatial logic
Work with flow, routing, pacing, readability, and combat scenarios
Technical Skills Required
Unreal Engine UE5 Blueprints
Benefits & Perks
Non-commercial stage for the duration of the demo
Part-time, Full-time, or Project-based
Fully remote with a flexible schedule

Job Description


About the projects


We are currently developing two projects on Unreal Engine:

  • 40 SOULS โ€“ A dark vehicular roguelike centered around a deadly combat machine tournament held for the gods. The game features combat arenas, mid-run events, choices, bosses, progression, diverse weaponry, cars, and faction systems. Key focus areas: pacing within a run, event variability, side objectives, and combat readability.
  • SPIN โ€“ A futuristic combat racer featuring anti-gravity bikes with an emphasis on speed, pressure, arcade intensity, and a Y2K aesthetic.

Both projects are currently in the demo development stage. At this point, participation is unpaid (non-commercial). Upon completion of the demo and securing investment, we plan to transition to a paid format.

Our team consists of approximately 60 specialists from various countries, including veterans with AA/AAA experience and high-profile indie developers. We focus on building collective portfolio cases and publishing them alongside the contributors.

Portfolio Examples:

  • https://www.behance.net/gallery/232875609/40-S-O-U-L-S
  • https://www.behance.net/gallery/244738123/SPIN


Onboarding Presentation: https://docs.google.com/presentation/d/1oEqPgGwH4v-hKbRVklQE1C9SjA16U7s_EjlQzVD-soQ/edit?usp=sharing



Key Responsibilities
  • Design and assemble levels for one of the projects.
  • Create blockouts, layouts, and define overall spatial logic.
  • Work with flow, routing, pacing, readability, and combat scenarios.
  • Design points of interest, cover, obstacles, side objectives, enemy routes, and encounter logic.
  • For 40 SOULS: Build combat arenas, considering waves, events, side activities, destructibility, and transitions within the run structure.
  • For SPIN: Work with track geometry, readability at high speeds, turn rhythm, alternative lines, and combat pressure on the track.
  • Collaborate closely with Game Design, Art, Tech Art, and Programming teams.
  • Participate in demo iterations: testing, tweaking, spatial balancing, simplification, and polishing.

  • Who We Are Looking For

    We are looking for a Level Designer for either 40 SOULS or SPIN. The role can be tailored toward combat arena/encounter design or racing tracks/pacing, depending on your experience and preference.

    We need someone who doesn't just build "pretty blockouts" but creates functional game levels with clear logic, great rhythm, readable player solutions, and smooth production integration.


    Requirements
    • Experience in Level Design for action, combat, racing, or other gameplay-heavy genres.
    • Ability to take a level from initial blockout to a playable state.
    • Solid understanding of flow, encounter design, spatial readability, and pacing.
    • Proficiency in Unreal Engine / UE5.
    • Basic understanding of Blueprints is a plus.
    • Ability to balance creative vision with technical constraints, performance, and production efficiency.
    • Strong communication skills and a team-player mindset.

  • Work Format
    • Non-commercial stage for the duration of the demo.
    • Part-time, Full-time, or Project-based.
    • Fully remote with a flexible schedule.
    • Expected commitment: minimum 10 hours per week.
    • Transition to paid development after the demo phase.

    Similar Jobs

    Explore other opportunities that match your interests

    Graphic Designer for Online Boot School

    Graphic Design
    โ€ข
    1h ago
    Visa Sponsorship Relocation Remote
    Job Type Full-time
    Experience Level Entry level

    bootsschulex gmbh

    Germany

    UX Designer - SaaS Product

    Graphic Design
    โ€ข
    11h ago
    Visa Sponsorship Relocation Remote
    Job Type Full-time
    Experience Level Mid-Senior level

    cendas

    Germany
    Visa Sponsorship Relocation Remote
    Job Type Full-time
    Experience Level Mid-Senior level

    govradar

    Germany

    Subscribe our newsletter

    New Things Will Always Update Regularly