Level Designer

Details of the offer

Blind Squirrel Games (BSG) is a proud, independent studio that joins forces with developers and publishers seeking an innovative partner in creating quality games. At BSG, people are our purpose, so we prioritize an inquisitive, proactive, and collaborative work environment for all our squirrels.
We operate in Irvine, California; Austin, Texas; and Auckland, New Zealand.
Skills and experience are highly valued at BSG, but we recognize that talent is a product of hard work, resilience, and a growth mindset. We champion individuals who have demonstrated they have the grit to overcome challenges and subscribe to the notion that inclusion breeds synergy and innovation. To us, diversity isn't a metric—it's a must!
Role and Responsibilities Blind Squirrel Games (BSG) is looking for a Level Designer to join us in an action game for PC and console. Supported by the lead level designer, the level designer will work alongside other talented designers to create and develop fun environments for players to explore and experience.
As a Level Designer at BSG, you will contribute to the project by creating and scripting greybox levels and supporting them throughout development.
DESIGNERS AT BSG…
You've familiarized yourself with the ins-and-outs of game development through professional and/or independent work and are confident in your understanding of the level design pipeline. You have a solid understanding of game design fundamentals but are ready to challenge yourself by starting to take on more responsibilities and larger projects within your specialization. You may have worn a couple of different hats during your early years in the industry, but you've narrowed down your focus and are fixed on harnessing what you've learned and what you will learn to launch your career as a level designer.
This is a full-time position available to work onsite in Auckland, NZ.
Responsibilities Script and implement level markup, collision, and other level specific refinement tasks
Level design documentation and greyboxing
Good understanding of level design theories, such as pacing, flow, composition, mood, encounters, and quests
Assist in scoping work for on-time milestone deliveries
Rapid prototyping and quick revisions
Strong understanding of linear and open-world gameplay
Communicate across disciplines to create convincing and exciting experiences that feel natural and compelling
General world content support tasks
Qualifications and Education Requirements Minimum of 2-3 years' experience in a world/level design role
Portfolio of work demonstrating strong proficiency in world/level design
Excellent written and oral communication skills
Preferred Skills Experience with proprietary level creation tools
Great understanding of level & world creation process
Great understanding of how to cater for fun and creative moment-to-moment gameplay
Experience creating levels designed for FPS
Strong at creating informative, thoughtful 2D or 3D concepts
Good understanding of the importance of real-world architecture, and its impact on playable space.
Pluses You live and breathe level design!
Strong portfolio / website
Experience using commercial engines, such as Unreal
Puzzle design experience
2+ Shipped games
Blind Squirrel Entertainment, Inc. is an Equal Opportunity Employer. All qualified applicants will receive consideration for employment without regard to race, color, religion, sex, sexual orientation, gender identity, gender expression, national origin, protected veteran status, or any other basis protected by applicable law, and will not be discriminated against on the basis of disability.
Eligibility to participate in benefits and perks may vary depending on position term and location.

We share personal information collected internally, with affiliates and with service providers for the purposes set forth by the California Consumer Privacy Act (CCPA) and with your consent. For the avoidance of doubt, Blind Squirrel Games does not sell your personal information to third parties, as those terms are defined in the CCPA.

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