· Priority hire Level Designer · Remote (Asia/Kolkata time zones)

Denetic Studio

Chennai

Remote

INR 600,000 - 1,200,000

Full time

14 days+

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Benefits offered by this job

Four-day work week
No crunch — scope driven
Equipment budget — choose your machine
Profit share on first shipped title
Four hours overlap daily

Job summary

Denetic Studio is seeking a level designer to craft immersive spaces from initial layouts to fully playable levels. You will influence pacing, readability in low light, and create puzzles and traversal moments that emerge from the environment.

You will collaborate daily with environment art, audio, and narrative teams, making independent level design calls while ensuring handover-ready blockouts for art5.

Qualifications

  • Level design credits on a shipped game, or a strong portfolio of playable levels.
  • Fluent in blockout and iteration inside a modern engine.
  • A clear eye for composition, sightlines and player guidance.
  • Able to explain why a space works, not only that it does.

Responsibilities

  • Design and block out levels from layout to final playable
  • Own pacing, flow and readability in low light
  • Build puzzles and traversal moments that come out of the space itself
  • Playtest constantly and act on what you see
  • Hand over clean, documented blockouts to environment art

Skills

Level design
Blockout & iteration
Pacing & readability
Gameplay scripting (Blueprints)
Engine experience

Tools

Unreal Engine 5

Job description

Build spaces that guide a player through the dark without a single arrow on screen.

You will take areas of our current project from paper to playable: blockout, flow, pacing, and the quiet signposting that tells a player where to look without telling them anything at all.

There is no combat, so pacing comes from space, light and sound. You will work every day with environment art, audio and narrative, and you will be trusted to make the calls on your own levels.

What you will own
  • Design and block out levels from layout to final playable
  • Own pacing, flow and readability in low light
  • Build puzzles and traversal moments that come out of the space itself
  • Playtest constantly and act on what you see
  • Hand over clean, documented blockouts to environment art
What you bring
  • Level design credits on a shipped game, or a strong portfolio of playable levels
  • Fluent in blockout and iteration inside a modern engine
  • A clear eye for composition, sightlines and player guidance
  • Able to explain why a space works, not only that it does
Nice to have
  • Unreal Engine 5 experience
  • Experience on first-person exploration or horror games
  • Scripting experience with Blueprints
What you get
  • Four-day week, permanently. Not a trial.
  • Genuinely no crunch - we cut scope instead
  • Equipment budget, and you choose the machine
  • Profit share from the first shipped title
  • Four hours of required overlap; the rest of the day is yours
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