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Technical Level Designer

Remote
JobCard.seniorityLevels.mid_level
JobCard.employmentTypes.full_time

About the role

Main Goal of the Role: To create, implement and maintain design elements, specialized gameplay moments, and tools for project Delta’s level design team.

Duties

  • Works closely with individuals on supported teams, ensuring workflows and tools support team members and project timelines.
  • Collaborates and communicates effectively with their feature teams in order to work toward the project’s objectives and ambitions.
  • Provide creative problem-solving, troubleshooting, debugging and mentorship assistance to members of the level design team.
  • Assist in bug fixing and describing case studies in the knowledge base.
  • Raises issues, provides important data, seeks advice and relays them to relevant project leaders.
  • Provides constructive feedback and clear communications to enhance mission gameplay in levels, ease integration workload, and tackle some scripting for complex set pieces throughout the story.
  • Maintains an engaging atmosphere with the teams they support.
  • Work with technical design leads and production teams on task costing.
  • Provide support for Combat and Level Designers and assist in solving problems.
  • Co-operate with Combat and Level Designers to maintain standards in documentation and workflows.
  • Support the Level Design team in maintaining technical budget constraints by acting as a technical reference for the team.
  • Identify and communicate cross-discipline challenges and risks to the project.

Experienc

  • eTypically 3+ years including prior experience in a tech LD or similar capacit
  • yTypically at least 1 successfully shipped AAA games on PC or console

.Must-have Qualification

  • sStrong communication and collaboration skills
  • .Interest in mentoring or teaching others
  • .Good problem solving and trouble-shooting skills
  • .Good understanding of creative and game development processes
  • .Experience with text-based or visual scripting systems
  • .Experience with Atlassian software (JIRA, Confluence)
  • .Self-motivation
  • .Strong verbal and written communication skills in English

.Nice-to-have Qualification

  • sExperience with 3D engines
  • .Interest in the design of tools and workflows
  • .Interdisciplinary experience, generalist approach
  • .Scripting experience with Python, or Lua
  • .Knowledge of Maya, 3DS Max, or similar 3D package. (strong preference for Maya
  • )d Strike Teams
  • .Mentors and supports junior-level team members
  • .Support workflow standards in co-operation with Combat and Level Designers

.Collaboration within the studio: Production, Art, Environment Art, Programmers, Design (Game/Combat/Tech), Q

A

About People Can Fly Studio

Computer Games
501-1000

People Can Fly is a global video game development company operating in Poland, the UK and North America.

We are one of the leading Unreal Engine studios in the industry.

Established in 2002, PCF made its mark on the shooter genre. The studio is known for titles such as Bulletstorm: Full Clip (launched on April 7, 2017), Gears of War: Judgment (published in 2013) and Bulletstorm (an original, Unreal Engine 3-powered onslaught of ‘kill with skill’ gameplay and blockbuster moments published in 2011) and award-winning Painkiller (launched in 2004).

People Can Fly's new RPG shooter Outriders is available now on PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, PC, Google Stadia and Nvidia GeForce Now.

People Can Fly studio is currently working on several exciting titles: Gemini is our new project being developed with Square Enix; Bifrost, Victoria and Dagger are projects we're growing in the self-publishing model. We also have one project in the concept phase – Red; as well as two projects in VR technology – Green Hell VR and Thunder - a new project based on one of the IPs from the Group’s portfolio.

SPREAD YOUR WINGS IN THE GAMEDEV INDUSTRY WITH PEOPLE CAN FLY.