Game & Level Design
Remote
Global

Level Designer

We are looking for a Level Designer for one of our projects: 40 SOULS or Spin.

This role can be focused either on combat arenas and encounter design or on tracks, pacing, and flow, depending on your experience and what kind of work is closer to you.

We need someone who can do more than build a visually nice blockout. We are looking for a designer who can build a real gameplay level: with clear structure, strong pacing, readable player decisions, and solid integration into production.

What matters to us:

  • Experience in level design for action, combat, racing, or other gameplay-heavy games
  • Ability to take a level from blockout to playable state
  • Understanding of flow, encounter design, space readability, and pacing
  • Confident work in Unreal Engine / UE5
  • Basic Blueprint knowledge is a plus
  • Ability to consider not only the level idea itself, but also technical limits, performance, and production needs
  • Good communication and the ability to work well with a team

Responsibilities:

  • Design and build levels for one of the projects
  • Create blockouts, layouts, and overall spatial logic
  • Work with flow, routing, pacing, readability, and combat scenarios
  • Think through points of interest, cover, obstacles, side objectives, enemy routes, and encounter logic
  • For 40 SOULS: build combat arenas with waves, events, side activities, destructibility, and transitions within the run structure
  • For Spin: work on track geometry, speed readability, corner rhythm, alternative routes, and combat pressure on the track
  • Collaborate closely with game design, art, tech art, and programmers
  • Take part in demo iterations: testing, fixes, balancing space, simplification, and polishing

Offer:

About the company

40 SOULS is a dark vehicular roguelike built around a deadly tournament of combat vehicles held in honor of the gods. At the core of the game is a hub -> run -> progress loop: combat arenas, between-fight events, choices, bosses, progression, weapons, vehicles, and faction systems. Inside each run, not only the arenas themselves matter, but also pacing, event variety, side objectives, and combat readability.

Spin is a futuristic combat racing game focused on anti-gravity motorcycles, speed, pressure, arcade intensity, and Y2K aesthetics.

Both projects are currently in demo development. At this stage, participation is unpaid. After the demos are completed and investment is secured, we plan to move to a paid production format.

Our team includes around 60 specialists from different countries, including people with AA/AAA experience as well as strong indie developers. Throughout development, we also prepare portfolio case studies together with contributors and publish them jointly.

Apply now