Level Designer
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First recorded by Psst: 9 November 2026. Your first 3 jobs are free to apply to (the first right away, 2 more with your email). After that, the company and the apply link are for Psst members, from $4.99 for 7 days.
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The 20-second read
- Experience
- Experience not stated
- Where you can live
- Location not stated
- Skills and tools
- upsell, documentation
- Job type
- Contract or freelance
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Job details
- Where you can work
- Location not stated
- Employment type
- Contract
- Advertised pay
- Not stated by the employer
- Experience
- Experience not stated
- Employer publication date
- 7 October 2024
- First recorded by Psst
- 9 November 2026
- Last checked at the source
- 10 November 2026
About the job
About Us
Streamline started as a team of modders. Twenty-five years later we are a creative development studio doing full game development, co-development, publishing and interactive digital asset production. We have shipped on every major platform for Sony, Microsoft and global AAA publishers.
The industry resets every few years: 3D, the indie wave, mobile, and now AI. We have come through every one of them by staying curious, owning our work, and keeping our promises. We call that Delivering the Promise, and it is how we work every day.
Description
We're hiring a Mid-Level Level Designer. You already have the foundations. Here you'll build on them.
You'll design levels that are engaging, immersive and balanced, and you'll be proactive about it, so players stay in the game. We want someone who designs the space and builds it: blocks it out, scripts it, lights it, tests it, fixes it. Designer and builder in one person, not a hand-off between two.
We'd rather hear from someone with an unusual background and a real point of view than from someone who ticks every box. If you've modded, tinkered, entered jams, or built odd things nobody asked for, tell us. That counts.
What We Value, and What It Looks Like in This Job
- Delivering the Promise (Responsibility, Discipline)
- You say when it will be done, and it is done then, to spec. You flag problems early instead of going quiet.
- Accountability
- You own the outcome, including your mistakes. "This went wrong, here's why, here's the fix" is a good sentence to say here.
- Communication
- Your flow diagrams and design docs are clear enough that someone else can build from them. People are never left guessing where a level stands.
- Curiosity
- You keep learning new tools, engines and techniques, AI included, and you test whether they make the work better before you adopt them.
- Mastery
- You care about getting better at the craft, and you look at your past work critically.
- Hard Work & Teamwork
- We finish together. You help the person next to you get over the line.
Key Accountabilities
Measured on a six-point scale
- On-time delivery
- Outcome per specification
- Consistently delivering per specification
- Time within budgeted man-days
- Successful application of new skills (upsell, efficiency, quality)
- Improved efficiency of existing skills (fewer repeat mistakes)
Key Competencies
Beginner Level
- Unreal Engine Blueprint Scripting
- 3D Modelling (core Competency)
- Architectural Knowledge
Production Ready
- Unreal Engine Core Competency
- Unreal Engine Lighting
- Spatial Awareness
- Presentation Documentation
- Flow Diagramming
- Presentation Competency
- Focus Testing
Additional Skills
At least one (1) additional competency at Production-ready proficiency, or two (2) additional competencies at beginner-level :
- Combat Design
- Other Game Engine Experience
- Modding Experience
- Game Dev Testing
- Unreal Engine Material Basic Knowledge
- Geographical Knowledge
How You’ll Be Measured
On-time delivery, outcomes that meet the spec, and staying within the budgeted man-days.
How to Apply
We hire for real thinking, clearly expressed. We would much rather read three honest sentences about a level you built than a polished cover letter.
In your application, please show us specifics
- A level, mod, jam entry or odd project you made, with a link or screenshots if you can.
- Something you got wrong, and how you found it and fixed it.
- Anything you taught yourself recently, and what you did with it.
And tell us about you, beyond the work. What's surprising about you? What unique skill, interest, cause or deep hobby are you truly passionate about? Maybe you restore old arcade cabinets, forage, compete in chess, volunteer, build furniture, study a dead language, or care about a cause nobody expects. Some of our best people have unusual backgrounds, and what you love outside games often shapes how you design.
Write it yourself, in your own words. We can tell when you haven't.
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