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Agent guide: [/agents.md](https://www.wearedevelopers.com/agents.md). --- # Level Designer - **Company:** Pipeworks Inc - **Location:** United States (Remote available) - **Experience:** Experienced - **Salary:** $70,000.0 - $92,000.0 - **Contract:** Temporary to permanent - **Skills:** Adobe Analytics, Artificial Intelligence, Confluence, JIRA, Collaborative Software, Game Engine, Integrated Development Environments, Perforce, Unreal Engine, Software Version Control - **Published:** August 5, 2026 - **Apply:** https://www.indeed.com/viewjob?jk=7db0f6816340222a ## About the Role * Professional experience designing and implementing gameplay spaces in Unreal Engine 5 or a comparable modern game engine. * Practical experience using Blueprint or similar visual scripting tools to prototype and implement level-specific gameplay. * Strong understanding of level design fundamentals, including spatial composition, navigation, gameplay flow, sightlines, traversal, pacing, readability, and player guidance. * Experience creating encounters, puzzles, activities, or other interactive content within authored or open-world spaces. * Ability to work with AI behaviors, gameplay objects, scripted events, triggers, and environmental content. * Strong creative problem-solving skills and the ability to iterate within technical, production, and scope constraints. * Clear written and verbal communication skills, with the ability to collaborate across disciplines and with external development partners. * Familiarity with source control and collaboration tools such as Perforce, Jira, and Confluence, or equivalent tools. * Strong organization and attention to detail in a fast-paced, distributed development environment. Nice-To-Have Skills * Experience developing open-world action-adventure content or comparable systemic, exploration-driven gameplay spaces. * Experience designing traversal challenges, environmental puzzles, or open-world activities. * Experience working in a AAA full or co-development environment., * Level Designer I candidates should generally have two or more years of relevant professional experience. Candidates should demonstrate the ability to independently build and iterate on assigned level content while working with regular guidance from more experienced designers. Professional contribution to at least one shipped AA or AAA project is preferred. * Level Designer II candidates should generally have five or more years of relevant professional experience and experience contributing to at least two shipped AA or AAA projects. Candidates should demonstrate substantial ownership of levels, locations, encounters, or other authored gameplay content, along with greater autonomy in planning, implementation, iteration, and problem-solving * A portfolio demonstrating level layouts, playable spaces, blockouts, or shipped level-design work is preferred. ## Description Pipeworks Studios is seeking a Level Designer I or II, commensurate with experience, to develop open-world content for a high-profile AAA action-adventure title set within a legendary franchise. This role will design, build, and iterate on locations and points of interest that combine exploration, traversal, encounters, puzzles, and environmental storytelling. As part of a co-development team, the designer will collaborate closely with developers at Pipeworks and the project's core development team while taking meaningful ownership of assigned spaces. This is a full-time temporary role with the possibility of extension or conversion to regular full-time employment after six months. Our studio is based in Eugene, Oregon, and the role may be performed remotely, in a hybrid arrangement, or in the office. Day To Day Responsibilities * Collaborate with level design leadership to define the goals, intended player experience, and quality bar for assigned content. * Design, block out, implement, and iterate on open-world locations and points of interest in Unreal Engine 5. * Create readable and engaging gameplay spaces that support exploration, traversal, encounters, puzzles, pacing, challenge, and environmental storytelling. * Use Blueprint and project-specific tools to implement objectives, triggers, encounter logic, scripted behaviors, state changes, and other interactive content. * Place, configure, and tune enemies, NPCs, gameplay objects, and environmental elements to support intended player behaviors and challenge. * Collaborate with design, engineering, art, production, QA, and partner teams to communicate design intent, resolve dependencies, and incorporate feedback. * Participate in playtests and design reviews, identify problems with flow or player experience, and iterate based on findings. * Create and maintain clear documentation, layout callouts, encounter notes, task updates, and acceptance criteria. * Maintain organized content, naming conventions, source control practices, and general level hygiene. * Identify risks, blockers, and dependencies early, and adapt effectively as project priorities or creative direction change. ## Related Videos - [Improving quality with Agentic AI with Rovo Dev and Xray](https://www.wearedevelopers.com/videos/2005-improving-quality-with-agentic-ai-with-rovo-dev-and-xray) - [The Impact of AI on Game Development and the Industry](https://www.wearedevelopers.com/videos/100297-the-impact-of-ai-on-game-development-and-the-industry) - [42 x 2 Canvases Later: Two Years, Two Minds, Many Lessons](https://www.wearedevelopers.com/videos/1458-42-x-2-canvases-later-two-years-two-minds-many-lessons) - [A Founder's Journey : From Startup Chaos to Purposeful Growth](https://www.wearedevelopers.com/videos/1926-a-founder-s-journey-from-startup-chaos-to-purposeful-growth) - [Designing UX for SRE Agents in High-Stakes Incidents](https://www.wearedevelopers.com/videos/100003-designing-ux-for-sre-agents-in-high-stakes-incidents) - [WeAreDevelopers LIVE - "Fun and games - and all that comes with it", Back to BASIC & more](https://www.wearedevelopers.com/videos/1719-wearedevelopers-live-fun-and-games-and-all-that-comes-with-it-back-to-basic-more) ## Related Articles - [What’s the Difference between a Junior, Mid, and Senior Developer?](https://www.wearedevelopers.com/magazine/238-what-s-the-difference-between-a-junior-mid-and-senior-developer) - [What Developers Can Learn from Indie Games](https://www.wearedevelopers.com/magazine/650-what-developers-can-learn-from-indie-games) - [Why Upskilling And Reskilling is Important For Developers](https://www.wearedevelopers.com/magazine/428-why-upskilling-and-reskilling-is-important-for-developers) - [How to Become an AI Engineer](https://www.wearedevelopers.com/magazine/331-how-to-become-an-ai-engineer) - [John Romero - What AI Can, Can’t, and Shouldn’t do for Games](https://www.wearedevelopers.com/magazine/478-john-romero-what-ai-can-can-t-and-shouldn-t-do-for-games) - [How to Write a CV and Interview if You Don't Fully Qualify For The Job](https://www.wearedevelopers.com/magazine/183-how-to-write-a-cv-and-interview-if-you-don-t-fully-qualify-for-the-job)