Middle
Full time
Remote
Octo Games is building an adventure action game inspired by titles like Uncharted and Tomb Raider.
We’re looking for a Level Designer who wants to shape cinematic, readable, and fun-to-play spaces from the very first greybox. You’ll have real influence on moment-to-moment gameplay: player guidance, encounters, pacing, and interactive sequences—implemented directly in Unreal Engine 5.
What makes the role exciting:
Strong focus on playable greybox quality (fun early, polish later).
Hands-on ownership: layout + gameplay logic + pacing.
Level design that blends combat, traversal, set pieces, and environmental storytelling.
For which tasks (responsibilities)?
Level blockout / greybox production: design and build playable level geometry at prototype stage, validate metrics, navigation, readability, and flow — while ensuring the space is visually appealing even in greybox (strong composition, silhouettes, points of interest, clear landmarks).
Player guidance & cinematic staging: lead the player through the level using composition, shape language, lighting cues, and framing to support an adventure-action “cinematic” feel.
Gameplay scripting in Blueprints: implement level logic (triggers, enemy spawners, simple cutscene moments, interactive objects).
Balancing & pacing: tune encounter difficulty, resource placement, POIs, and tempo (combat/exploration rhythm).
Documentation & communication: create top-down maps, flow charts, walkthrough notes, and design descriptions for artists and programmers.
What kind of professional are we looking for?
Strong Unreal Engine 5 proficiency: ability to quickly build playable prototypes (BSP / Modeling Tools workflows).
Blueprints knowledge: independently script basic gameplay logic (doors, traps, triggers, waves, events).
Level design fundamentals: navigation, guiding the player, “shape language”, gameplay composition, environmental storytelling.
Documentation & presentation: comfortable with Miro / Figma / Notion / Confluence to communicate layouts and intent.
Basic lighting understanding: using light as a tool for player guidance and mood.
High-level proficiency in Russian and/or Ukrainian, both spoken and written.
Nice to have
Good math intuition (probabilities, economy/resource balance).
AI systems experience (NavMesh, Behavior Trees).
Strong genre experience (Adventure / Action / Survival).
Personal UE4/UE5 prototypes or pet projects
What is important for us in a person?
Passion for level design and a proactive working style.
Comfortable with feedback, iteration, and improving levels based on playtests.
Open, honest communication and a team-first mindset.
Why do we enjoy working here?
Real ownership and the ability to influence the product and its quality bar.
Professional, collaborative environment with clear feedback loops.
Opportunity to grow by working on a systems + creativity role (layout + scripting + pacing).
What are the conditions and bonuses?
Work format: remote
Paid vacation and sick leave
Work schedule from 10:00 to 18:00 with flexible hours
The selection process
Unpaid test task
Interview with the Head Producer
Paid 2-month trial period