Lead Level Designer (Mobile Extraction Shooter, Unity)
We’re hiring a Level Designer to own maps for our mobile extraction shooter built in Unity.
You’ll design, build, and iterate levels that create tense, replayable, and fair PvP/PvE experiences.
Responsibilities
- Design, blockout, and iterate levels/POIs in Unity (ProBuilder/tools) from paper → greybox → ship.
- Engage with the player community (Discord, forums, surveys, etc.), gather feedback, and act on it decisively
- Plan and run internal and external playtests: gather qualitative and quantitative feedback and turn it into actionable changes
- Use player data (heatmaps, funnels, completion rates, extraction success, etc.) to diagnose issues and drive iteration on maps
- Define and improve level design pipelines, tools, and best practices for the project
- Build in-editor tools + use generative AI for LD workflows that speed up LD workflows (e.g., spawn/loot editors, heatmap visualizers, layout helpers)
- Leadership/Management: plan sprints, deliver structured feedback, mentor juniors, guide career growth, and ensure high-velocity iteration.
Must-Have Skills & Experience
- 3+ years of experience as a Level Designer or similar role on shipped titles (mobile shooter, extraction shooter, BR, or PvP/PvE FPS/TPS strongly preferred)
- Strong Unity skills: confident working in-scene, using LD tools (e.g., ProBuilder, navmesh, lighting basics), and integrating with game logic
- Good understanding of multiplayer/shooter fundamentals:
- Sightlines, cover, and engagement ranges.
- Chokepoints, rotation paths, and third-party opportunities.
- Risk–reward balancing for spawns, loot, and extraction points.
- Deep performance optimization: proficient with LOD groups, occlusion culling, batching, navmesh, and using Profiler/Frame Debugger to hit mobile targets.
- Comfortable using telemetry to inform design (e.g., reading heatmaps, land rate, deaths per area, extraction success, retention impact)
- Strong communication: able to clearly explain design intent, trade-offs, and rationale to non-design stakeholders.
- Proactive polish: consistently maintains clean scenes (terrain smoothing, object clipping fixes, naming/layers), iterates on feedback independently, and thinks 2 steps ahead for future features.
- Familiarity with mobile constraints: performance, readability on small screens, and short-session flows.
What We’re Looking For (Mindset)
- Ownership: you can take a map or POI and drive it from rough idea to live with minimal hand-holding.
- Iterative: you like fast loops – ship, measure, learn, and improve.
- Data-informed, not data-blind: you use metrics and community feedback, but still have a strong creative point of view.
- Highly collaborative: you enjoy working with engineers, artists, and producers to ship great experiences.
- Problem-solving: leads discussions on issues, proposes long-term solutions, and trains others on tools/systems.
Attention to detail: always improves levels proactively, understands what makes great maps across genres, and executes feedback flawlessly.
