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Level Designer

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From our office located in the CBD (close to Flinders Street Station), our team at Beethoven & Dinosaur is working on our debut title: the Artful Escape published by Annapurna Interactive. We’re looking for a Level Artist to join our friendly team, and help flesh-out the alien worlds of our multiverse.

We’re searching for an artist with a strong understanding of composition, a loving attention to detail, and streak of imaginative flair. You’ll be tasked with populating the 2.5D levels of the Artful Escape in swathes of our outlandish assets and props. Think of it as arranging a film set or a theatre stage.

We’d love to see any examples of your artistic lens: Concept art – Illustration – Previous level design experience – Level Mods you’ve made – Cinema you’ve filmed. Whatever you’ve created that shows a passion and an aptitude for Environmental Design.

We encourage people from all backgrounds to apply, especially women and other underrepresented developers. If you're feeling love for the project, even if you feel you haven't ticked all the boxes, please send us your stuff.

Benefits:
Flexible hours
Great team
Centrally located
Dope Game
Usually got a bit of chocolate

Onsite preferred
Apply to: jobs@theartfulescape.com

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At League of Geeks, we dedicate ourselves to crafting engaging game experiences with a unique charm and innovative gameplay. We're looking for a Senior Level Designer with systems design skills to create memorable combat sequences and help develop the procedural level building tools and pipeline for our ambitious new project.

As a collaborative, agile team, we love generalists possessing deep specialisations, so while level design will be your focus, you'll have opportunities to expand into combat design and the systems design of a procedural level generation logic to speed up level creation now and post-launch. You'll use your critical thinking, collaboration skills, sense of visual aesthetics and creativity to set our design pillars in action and fine-tune the experience to delight our players.

We are committed to building one of the best working environments in the world and you will become a core member of the LoG family making that a reality. Not to mention you’ll be part of our planning meetings, greater design discussions, and of course Friday afternoon events, weekly Dog Day, and more.

If you’re keen to work with one of the world’s leading independent studios and get in on the ground floor for our new, original IP, we want to hear from you.

Women and other underrepresented developers, please apply! We pride ourselves on our inclusive work environment and output, so we’d love to work with you.

REQUIREMENTS:
- Extensive experience in designing levels as part of a professional game design team.
- Good understanding of combat mechanics, systems design and the careful balance that makes or breaks player engagement.
- Resourcefulness in crafting varied, unexpected and delightful new play experiences from existing mechanics
- Critical thinking and the ability to give and receive feedback
- Excellent written and verbal communication, creative collaboration and teamwork skills.
- Thoroughness and high attention to detail.
- A commitment to working in a professional, inclusive and supportive environment.

BONUS POINTS:
- 8+ years of commercial development experience, with at least one published PC or console title.
- Experience with Unity, Confluence and Jira.
- Scripting skills, extra bonus points for AI-related scripting.
- Understanding of games-as-a-service development.
- Interest in environmental storytelling
- Knack for mentoring others.

RESPONSIBILITIES:
- Take ownership of level design, significant features, systems and content as a key member of the design team.
- Work with the tools and in-game editor to design and implement levels, and tweak and tune the player experience.
- Develop and maintain design documents that clearly communicate concepts to our multidisciplinary team.
- Articulate and shepherd complicated design discussions and reviews to reach objective rather than subjective outcomes.
- Collaborate with other departments, ensuring positive communication and creative problem-solving between disciplines.
- Participate in scoping and iterating on high-level plans, budgets and schedules.
- Analyse game data and user feedback to extract insights and improvements for our game.
- Provide mentoring, feedback and assist in the career development of other team members, when relevant.
- Conduct design research into industry best practices and design solutions.

BENEFITS:
- Weekly bring-your-dog-to-work day. Yeah, dogs!
- Flexible work arrangement opportunities and family-friendly considerations.
- Professional development track, mentorship and support.
- Monthly self-directed professional development and game jam days.
- Friday afternoon team social events.
- Annual Summer family picnic, Winter Feast and MIGW party.
- Located in Melbourne, Australia. World’s most liveable city seven years in a row.

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We're a recently venture-backed startup based in Surry Hills, Sydney looking for a full-time Lead Game Designer to direct and lead a flagship multiplayer unity title.

Aggressive time-frame, competitive pay. Equity + salary, or pure salary arrangements available. Hiring immediately.

Key Duties:
We’re looking for an experienced Game Designer to assist with development of a new turn-based multiplayer strategy game in Unity. A deep understanding of in-game economics, incentivising engagement, and balancing competitive gameplay required. Opportunities to organise a large international competition for the game once launched.

  • Balancing competitive gameplay for a turn-based, multiplayer strategy game.
  • Modeling and designing a sustainable in-game economy
  • Lead game design from concept to implementation, working closely with programmers, in a short timeframe
  • Have a good understanding of behavioural economics and player incentives, and work to build an engaging and fun game.
  • Assist in directing the art and aesthetic of the game, working with illustrators and 3d artists.

Requirements:
We are seeking candidates with:

  • At least one shipped title on any platform
  • Strong understanding of the free-to-play monetisation strategies
  • Competent with designing in-game economies and behavioural economics
  • Strong understanding of competitive multiplayer gameplay/eSports scene
  • Strong understanding of game balance, at launch and with new content releases
  • Deep understanding of Unity
  • Highly autonomous and focused, with an ability to lead a team
  • Highly motivated and passionate, wanting to grow a startup into a triple-A quality game with hundreds of thousands of players
  • Understanding of games communities, i.e. Twitch.tv

Bonus skills

  • Experience with GitHub/BitBucket or similar version control
  • Experience in creating multiplayer games
  • Art direction skills, or experience in 3D Modelling
  • Contacts in eSports Scene/experience with organising large gaming tournaments

Full time role in our Surry Hills office. Minimum of 4 years of experience in the game industry and/or multiple shipped titles.

How to apply:

Email hello@fuelgames.io with your resume, sample code, references, etc. We're particularly interested to see shipped titles you directed or had a hand in directing!

We're a fun and fast-paced startup, and want talented, ambitious people who love their work.

Fuel Games does not discriminate on the basis of race, gender identity, sexual orientation, disability status, marital status, or for any other reason. We have a highly inclusive and accommodating environment, and welcome and encourage diversity!

Applications close June 10, 2018.

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Torus Games has an open position for an experienced Level Designer. This is a full time, fixed term position at our development studio in Bayswater.

As a level designer, you will be responsible for the design, prototyping and game play of your levels at Torus. The ideal candidate will have industry experience on a shipped game.

Selection Criteria:

Essential Skills and Experience:

* Game credits as a level designer
* Passion for level design and computer games
* Folio of level design, e.g. greybox maps, concept sketches and finished 3D models
* Examples of your work must include explanations to show your understanding of design
* Understanding of gameplay in consideration of genre, audience, technology and entertainment
* 3D package experience (Maya preferred, but not essential)
* Ability to work in a creative team
* Ability to plan levels according to game design and art design requirements
* Micromanage daily routines in accordance with production schedules

Preferred Skills and Experience:

* Experience creating different genres (platformers, FPS, driving)
* Scripting level experience
* Industry / Hardware knowledge
* Low poly modelling and UV unwrapping
* Game texture creation

Only applicants with Australian citizenship or relevant visas will be considered. We do not relocate international or interstate applicants and we are not considering off-site employment.

All applications must include work samples, as either a CD/DVD or a link to an online portfolio, and a cover letter addressing the selection criteria. We are unable to process applications which do not include this information.

Please address any enquiries to hr@torus.com.au

Torus does not accept solicitations from recruitment agencies.

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If you live and breathe mobile games, love working as a team and thrive in creative environments, GREE has a great opportunity for you. As a Level Designer, you’ll be working on a cutting-edge new mobile game and will be involved in early stages of concept, design, implementation and iteration. In a nutshell, it’s about defining and creating interactive and engaging architecture which our customers will love.

More about you

We’re looking for a Level Designer with the ability to define and create interactive architecture including landscape, buildings and objects. We’d love it if you had experience working with game designers to define the environment, general layout, and lighting, textures, etc. You’ll need a passion for mobile games, good spatial and layout design skills, fluency with 3D modelling and a firm grasp of game design principles. Your peers would probably describe you as imaginative and creative, very well organised and with the ability to work both independently and as part of a team.

If this sounds like you, we'd love to have you join our Melbourne studio and help build an engaging, intuitive and captivating new mobile game!

About GREE

With headquarters in San Francisco, GREE International Entertainment was formed in 2011 and rapidly achieved global success, with a portfolio of popular titles such as DragonSoul, League of War: Mercenaries, Knights & Dragons, Modern War and Crime City. Our Melbourne studio is a talented community of artists, engineers and designers that are passionately creating an innovative new mobile title, together.

We're in the business of fun. Come have some.

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Impromptu Games, which is a little indie company in Melbourne, is looking for level designers for an upcoming stealth FPS game on UE4. While the game's being made in UE4, levels are being constructed with BSP-based editors (Hammer, Radiant, Trenchbroom), so level design experience in the modding communities of games on the Quake/Half-Life/Source and related engines is looked upon very favorably. This is limited contract work, not a full-time position. Although there is no physical office so it's all off-site, ideally you're based in Victoria (still worth applying if you aren't). You'd be working alongside at least one other level designer.

The game is a first-person sneaker with light/shadow stealth and minimal combat. Bits and pieces from development thus far can be found on the dev blog at joewintergreen.com. Send portfolios/resumes/playable examples of work to joewa@impromptugames.com.

If you're awesome at other potentially-relevant things besides level design, feel free to throw an application in too. There may be other roles.

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If you live and breathe mobile games, love working as a team and thrive in creative environments, GREE Melbourne has a great opportunity for you. As a Level Designer, you’ll be working on a cutting-edge new mobile game and will be involved in early stages of concept, design, implementation and iteration. In a nutshell, it’s about defining and creating interactive and engaging architecture which our customers will love.

More about you

We’re looking for a Level Designer with the ability to define and create interactive architecture including landscape, buildings and objects. We’d love it if you had experience working with game designers to define the environment, general layout, and lighting, textures, etc. You’ll need a passion for mobile games, good spatial and layout design skills, fluency with 3D modelling and a firm grasp of game design principles. Your peers would probably describe you as imaginative and creative, very well organised and with the ability to work both independently and as part of a team.

If this sounds like you, GREE would love to have you join our Melbourne studio and help build an engaging, intuitive and captivating new mobile game!

More about our team

Work is play when your job is to make games. At GREE International, we pride ourselves on giving employees the chance to turn their personal passions into play and we're looking for more top-tier talent to join the excitement. Our Melbourne studio is a talented community of engineers, artists and designers who are passionately creating the best mobile games together. And beyond having free lunch, social events, device allowances and a decidedly non-corporate culture, working with a team of awesome people is the best perk of all.

More about GREE International

GREE is a global leader in building top-quality, high engagement free-to-play mobile games. GREE’s annual revenue run rate is over $1 billion, and the Company has a market cap of $1.4 billion with over $500 million available in cash. GREE International, the division leading GREE’s charge into the Western market, was formed in 2011 and rapidly achieved international success, with popular titles such as War of Nations, Knights & Dragons, Modern War and Crime City.

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Submitted by paulmalyschko on Thu, 10/07/14 - 9:14 PM Permalink

I turned up plenty of red flags, but the only one that matters is the ASIC search. It showed the entity under which the jobs were advertised (Reach Game Studios Pty Ltd) was cancelled in May, and therefore cannot legally enter into any kind of contract.

Submitted by megaderek on Thu, 10/07/14 - 7:26 PM Permalink

Your website employment section says you have roughly 21+ vacancies (counting all positions and extra for ones where multiple vacancies are listed) with job descriptions looking for mid to expert level developers with previous console development experience to work on next gen projects. Your current staff count is 6. Your company has no track record so a publisher is unlikely to fund a console project of that size when your current team is so small. Can you please specify the nature of those positions such as full-time, part-time, contract etc? How will all those wages be provided, where the company funding is coming from and what basis will it be paid? weekly, fortnightly or monthly? Or is this a revenue share agreement where nobody gets paid until the project is complete and the game makes royalties?

Reach Game Studios Pty. Ltd. is currently seeking a number of positions to be filled. These positions are remote positions:

UI Designer(s) / Coders
Reach Game Studios is currently seeking a talented, fresh UI designer to bring a fresh new take on user interface and the user experience for a first-person shooter. We want the player to spend their time interacting with our world, not staring at menus. The candidate will be working on implementing a smart, sleek interface that presents info to players as needed and not when it’s not pertinent.

Familiarity with C++ and the Unreal Engine pipeline is a plus.

World Designers
Reach Game Studios is searching for a world designer to rule our worlds. Building huge, inter-connected, lively worlds is a main pillar of our vision for Apathy, and we need talented world designers to work with level designers, artists, and the engineering team, and come up with engaging, living and breathing worlds that not only look and play great, but meet memory and technical limitations too.

Level Designers
Reach Game Studios is currently seeking level designers to join our talented level design team to work on the various crusades and adventures our players will explore. Level designers will work hand-in-hand with the world design team to ensure consistency between products and also with the design and art teams to ensure.

Both designers focusing on competitive multiplayer gameplay and designers working on cooperative open-world levels are sought.

Systems Designer
Numbers make the world go around, and Apathy has a ton of worlds, so we need a ton of numbers.

As a systems designer you’ll be focusing on the nuts and bolts of each of our systems — from loot, weapons, armour, progrssion, health and damage, just to name a few. You’ll have had experience working on complex, multi-layered systems and know your way around code and spreadsheets.

Combat Designer
Know what makes a player tick? Good. That’s what we’re looking for in our combat designers. You’ll be using your knowledge of player psychology and game logic to come up with exciting combat encounters for players to experience in our world.

In addition to simply placing and devising combat encounters you’ll be working with the level, systems and world teams to create exciting new enemies, creatures and characters in our world, each with their own sets of moves and abilities that will help or hinder players.

Localization/String Expert
The stringier the cheese the better. Same goes with our videogame. A deep story-based game needs a lot of text. And a lot of text means a lot of strings. You’re an organised, well-spoken and well-written person who will be working with the UI, writing, and tech team to manage the mass amounts of strings both for our game and the various services that power it.

You’ll be working with localisation partners to ensure those strings are localised and implemented in game as required.

You’ll have had experience with batch processing and spreadsheets, in order to present the final strings in the various states they need to be in.

Senior Console Programmer
Do you know the Xbox and PlayStation inside out? We’re looking for an experienced games programmer who has worked with the Xbox and PlayStation ecosystems to bring our game to those platforms, and integrate with the various APIs as required. You’ll have had years of experience working with C++ and implementing third-party libraries, and have had tons of experience working with the nuts and bolts of various engines (bonus points for Unreal experience).

Bonus points for those with Xbox One and PlayStation 4 porting and development experience.

Technical Artists and Animators:
The characters, creatures, and environments of Apathy need animations to come to life. Have you had experience rigging and animating for games? If so you’re just what we’re after. You’ll be working with our art and design teams to come up with highly-detailed rigs and animations for the various creatures in our world as required, while keeping to memory and other constraints.

To apply: Send an email to jobs@reachgamestudios.com with the subject line being the job you are applying for. Make sure to include a portfolio of your work where appropriate and past work examples. If you are applying for a level design role, please include a level design documentation sample where possible.

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Twiitch is a new social/mobile game development studio, founded by games industry veterans. We're based in Prahran, Melbourne.

We're looking for an experienced Level Designer to join our team.

Requirements:

  • previous level design experience in a published title a big plus
  • passion for casual/mobile, especially iOS games
  • excellent communication skills
  • must have a positive, forward-thinking attitude

No agents please! Please forward CV (Subject: Level Designer [name]) to: jobs@twiitch.com

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Redtribe is looking for highly talented, seasoned Game Animators and Level Builders.

Animation:
At this stage we're hiring experienced game animators that understand the nuances of animating for gameplay. If you're a fan of RPGs, love superheroes and you're an extraordinary animator, we would like to hear from you. An interest in fighting, fighting games, manga art styles, etc. would be advantageous. We're really looking for animators that understand game mechanics and interactions and can work closely with the programming team to create the desired result.

Level Builders:
We're looking for holistic level builders and designers. The role involves everything from level design and layout, puzzle design, enemy placements and 3D modelling. You must demonstrate both an advanced understanding of level design and the ability to work with level building tools (both proprietary and off the shelf) to create finished, polished levels in 3D. You would have a broad and in-depth understanding of level design principles.

Please send emails to chris@redtribe.com

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