Posted Aug 14, 2026

Game & Level Designer (Multiplayer)

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The game An unannounced co-op horror title — think friendslop, but played completely straight. Small-studio Unreal Engine 5 production, small lobbies, big physical comedy. Full design details shared under NDA. What you'll do • Own game design end to end from the GDD • Prototype and tune mechanics in Blueprint — timers, triggers, interactables • Translate designs into playable Unreal blockouts — greybox first; art comes later • Run playtests, find where rules and layouts break, revise both • Tune spatial metrics against the movement set — jump-to-gap ratios, fall penalties, convergence points, sightlines • Keep the GDD, top-down layouts, and metrics sheets current as designs change You have • 3–5 years across game and/or level design, with at least one shipped multiplayer title • Mechanics you personally owned on something shipped — a mode, a round type, a system — that you can walk us through, including what you cut • A fluent Unreal blockout workflow and working Blueprint proficiency — you build and debug your own logic without a programmer on call • Instincts for simultaneous players: spawn logic, sightlines, chokepoints, what happens when four bodies hit one doorway Nice to have • Horror, friendslop, or physics-comedy sensibilities • Small-team experience — you've worn adjacent hats without complaint • Awareness of multiplayer networking constraints Structure • Contract-to-hire • Fully remote • Shortlisted candidates get a paid design test: one real minigame spec, one week, blockout plus written rationale — including at least one rule you'd change and why To apply Submit your application along with: • A portfolio with greybox footage and top-down layouts — iteration notes, metrics sheets, and mechanics breakdowns beat beauty renders. We will not judge you on art. • A short note: pick one multiplayer level or mechanic you shipped, tell us one thing that was wrong with it at first playtest, and how you fixed it. • No cover letter.