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Über diese Level Designer Stelle bei Tentworks Interactive

Tentworks Interactive · Vor Ort · Bengaluru, Karnataka, India

We are working on an in-house strategy game for PC and consoles and looking for a talented level designer to join our team in Bengaluru, India. Our mission is to create a sense of nostalgia for strategy game fans and combine it with modern gameplay sensibilities to create an engaging and fun experience.

This role will be responsible for creating maps for our strategy game inside the engine (Unity). They will be part of a small design team and work closely with the lead game designer. They will collaborate with the concept/art (2D, 3D) / animation team to create vibrant levels that are in line with the vision and emotional experience of the game as defined by our creative director.

Responsibilities:

  1. Conceptualize strategy game maps / levels
  2. Create levels in the game engine (Unity IDE)
  3. Work with design team to implement gameplay elements and level features
    1. Prototype and iterate on level design as needed
  4. Collaborate with art (2D, 3D) team to integrate assets in the level
    1. Iterate on asset placement in the level with feedback from concept art team
  5. Coordinate with game designers and development team to
    1. Implement gameplay scenarios
    2. Create missions, quests, etc.
  6. Manage all aspects of the level
    1. Optimize assets to ensure good performance
    2. Create terrain, materials, manage texture groups (atlas), etc.
    3. Set up lighting, LOD levels, colliders, asset groups (tagging)
    4. Stress testing levels to set performance constraints for assets
  7. Playtest the level with rest of the team after implementation
    1. Iterate on level as needed with the playtest feedback

Requirements

  1. Good experience working as a level designer
    1. Strategy games is a plus
    2. Premium games is a plus
    3. PC / Console game is a plus
  2. Experience building 3D levels in game engines that evoke specific emotions
    1. Knowledge of Unity / Unreal / Godot, or tools like Pro Builder, Max, Maya is a plus
  3. Experience working with modern rendering pipelines
    1. Unity HDRP is a plus
  4. Experience creating and managing 3D levels
    1. Knowledge of advanced concepts in lighting is a plus
    2. Knowledge of setting up post-process volumes is a plus
    3. Knowledge of working with shaders and particle effects is a plus
  5. Pitch and convey ideas to cross-functional teams
    1. Collaborate with them and take feedback
  6. Keeps up to date with trends in level design / development for PC games
  7. Fits the culture we are developing @Tentworks IO
    1. Knowledge of a wide variety of level design principles is a plus
    2. Playing strategy games actively is a plus

Benefits

  • 28 days in a year of paid time off
  • Regular team engagement events
  • Work with a passionate team
  • Eligibility for employee stock options
  • Work From Home
  • Paid Time Off (Vacation, Sick & Public Holidays)
  • Health Care Plan (Medical, Dental & Vision)
  • Family Leave (Maternity, Paternity)
  • Free Snacks
  • Wellness Resources
  • "Cereal before milk".

    Tentworks Interactive is an equal-opportunity employer. We do not discriminate based on race, color, ethnicity, ancestry, national origin, religion, sex, gender, sexual orientation, age, disability, veteran status, genetic information, marital status, or any legally protected status

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Über Tentworks Interactive


Tentworks Interactive is a boutique game studio, our indie teams and trendy offices are in tech cities of Bangalore, India and San Francisco, California. Making fun and stunning games is everything and you are the director of our story. We are one among a handful of studios in India’s who produce original story driven games with both production and distribution in our sights.

At Tentworks we believe our diverse mix of creatives and technical talent are the driving force in changing the global gaming landscape. “Players are No. 1” is a key value that is personified by every member of the team and this people centric approach continues long after our games have reached the players.


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