As Dirty Bomb’s Lead Level Designer you will be responsible for maintaining and elevating the level design of the entire game. This includes driving end to end implementation across the team, establishing and directing the vision for the levels, defining quality targets and validating the quality targets of others.
You will work closely with designers, programmers and artists to create and maintain fun, highly re-playable levels. You will organise playtest and feedback sessions to gather feedback and for you and your team to provide positive feedback to other members of the wider team. You will collect and analyse playtest data, and iterate on layouts accordingly in collaboration with environment artists.
You will have a thorough understanding of the core gameplay mechanics and how the levels will deliver / showcase those mechanics, understand the project goals, and target demographic, and ensure that understanding is shared by the Level Design team.
You will be expected to have a clear understanding of the technical constraints of the game engine, the capabilities and workflow of the game editor and level design pipeline, and contribute ideas to help improve them.
You will manage, mentor & coach Senior, Junior & Level Designers. You will verify task estimates provided by junior staff and in turn work with your lead to give your own accurate estimates for work as well as logging work in management software. You will provide input to Production / Management on project schedules throughout development to prioritise tasks / workload for the developers responsible for their assigned feature-set, in alignment with the product vision. You will articulate the impact of changes to the level design to the developers on your team.
You will be expected to regularly monitor the bug database and fix issues in a timely fashion to maintain stability and ensure that your team’s levels remain playable at all times. You will define and implement feature optimisations and tuning plans demonstrating a strong understanding of metrics and development restrictions; you will own the tuning for accountable features or levels.
You will engage our community and fans in various formats from live appearances to pre-recorded interviews to forum engagement acting as both an evangelist and representative of the product and as an ambassador for both Dirty Bomb and Splash Damage.
Essential Skills and Experience
A passion for making and playing games
A deep understanding of all aspects of level design with mastery in many areas including; visual language, sign-posting, flow, architecture, balancing, delivery / support of game mechanics, on-boarding, pacing
At least 4 years working in a senior/lead position and 1 shipped AAA current gen or last gen (PS3 / Xbox 360) console or PC title that featured a multiplayer component, worked on from beginning to end
Leadership experience, including the running of running a multi-person design team; man-management, mentoring, line-management
Fierce attention to detail
The ability to work collaboratively with other disciplines and experience of being a key part of a leadership group
The ability to work independently without close supervision
Experience in creating first or third person shooters
Excellent verbal and written communication skills
A passion for environment design and architectural concepts
Experience of level-building using 3D level editing tools (UnrealEd, Hammer, Radiant, etc.)
Experience of prototyping maps and environmental mechanics using UE4, UE3, Unity, or similar
Experience writing high quality and thorough design documentation including diagram and flow-chart creation
Experience with source-control applications (SVN, Perforce, AlienBrain, etc.)
Experience in multiplayer level design
Strong problem solving skills including lateral thinking
Deep player empathy
Desirable Skills and Experience
Presentation skills and experience with PowerPoint
Knowledge of gameplay event scripting and entity setup
Experience with UnrealEd/UDK and Kismet
Traditional art skills
Experience with 3DSMax, Maya, or other professional 3D modelling software
Experience with Adobe Photoshop or similar
Experience with scripting or programming language
Experience with wiki-based design documentation
Undergraduate degree in Video Game Design, Computer Science, Marketing, Entertainment or a form of technical training
Experience of being the flag-bearer / champion for a product including giving presentations to press and at conferences / events
Experience running the live phase of a game as a service, including using telemetry / metrics to inform design and content decisions
PERKS & BENEFITS
Alongside our brand-new headquarters, stocked up drinks fridge and a never-ending supply of coffee, all of our roles come complete with the following perks and benefits:
- Splash Damage Developer Obsidian Loadout Cards!!1!one1!
- The occasional tasty treat from our wonderful fan base
- Private medical insurance that will covers you, your partner, and children
- Private dental insurance that significantly reduces cost of dentistry for you, your partner, and children
- Pension scheme where the company matches your contribution
- Complimentary gym membership
- Free eye tests + discounted glasses
- Quarterly revenue share after 1 year of service
- Brand new state of the art office
- Life drawing classes, and massage allowance
- Free fruit juices and soft drinks + Beer and pastries on a Friday
- Childcare voucher scheme
- Employee assistance programme
- Referral fee