LEVEL DESIGN RELATED JOBS - NORTHERN AMERICA



   Jobs for


  • Level Designers
  • Environment Artists
  • Texture Artists
  • Lighting Artists
  • Gameplay Scripters
  • And Others

  • An Unreal Engine job, or suspected Unreal Engine job.
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    Level Design Jobs
    Recently Added

  • Level Designer at Unknown in California - USA on Jul 15, 2008
  • Environment Artist at Bardo Entertainment in California - USA on Jul 08, 2008
  • Level Designer at Blue Castle Games in Canada on Jul 08, 2008
  • Level Designer at Raven Software in Wisconsin - USA on Jun 29, 2008
  • Level Artist at Rockstar New England in Massachusetts - USA on Jun 29, 2008





  • Level Design Jobs Featured Jobs

  • Technical Director LD at Amadeus interactive in Canada
  • Level Designer at EA Black Box in Canada
  • Level Designer (MP) at Hi-Rez Studios in Georgia - USA
  • Senior Level Designer at Fusion Creative St. in Connecticut - USA
  • Level Designer at Sandblast Games (THQ) in Washington - USA
  • Senior Level Designer at Sandblast Games (THQ) in Washington - USA





  • Level Design Jobs Summary - Sorted by Location (ascending)

  • Lighting Artist at Treyarch in California - USA
  • Senior Environment Artist at The Workshop in California - USA
  • Senior Level Designer at Obsidian Entertainment in California - USA
  • Level Architect at 2K Marin in California - USA
  • Environment Artist at Ascendi in California - USA
  • Senior Level Designer (interiors) at Red 5 Studios in California - USA
  • Architecture Modeler at Red 5 Studios in California - USA
  • Environment Artist at Bardo Entertainment in California - USA
  • Level Designer at Unknown in California - USA
  • Environment Artist at Nihilistic Software in California - USA
  • Level Designer (Interiors) at Red 5 Studios in California - USA
  • Sr World Builder/Env Art. at Disney Interactive in California - USA
  • Environment Artist at Bionic Games in California - USA
  • Environment Artist at NCSoft in California - USA
  • Level Designer at Treyarch in California - USA
  • Environment Artist at Telltale Games in California - USA
  • Level Designer at Blizzard Entertainment in California - USA
  • Lead Environment Artist at Blizzard Entertainment in California - USA
  • As. Environment Artist at Blizzard Entertainment in California - USA
  • Texture Artist at Blizzard Entertainment in California - USA
  • Environment Artist at EA Redwood in California - USA
  • Environment Artist at Infinity Ward in California - USA
  • Environment Artist at Incinerator Studios in California - USA
  • Texture Artist at Ascendi Ent. in California - USA
  • Environment Artist at Vivaty in California - USA
  • Level Designer at Skyworks in California - USA
  • Environment Artist at Underground Development in California - USA
  • Environment Artist at High Impact Games in California - USA
  • Level Designer at Amiqus in Canada
  • Level Designer at Threewave Software in Canada
  • Technical Director LD at Amadeus interactive in Canada
  • Level Designer at Blue Castle Games in Canada
  • Level Designer at Pseudo Interactive in Canada
  • Level Designer at Artificial Mind and Movement in Canada
  • Environment Artist at Blue Castle Games in Canada
  • Junior Environment Artist at Blue Castle Games in Canada
  • Texture Artist at Interactive Selection in Canada
  • Senior Level Designer at Interactive Selection in Canada
  • Sr. Environment Artist at Bioware in Canada
  • Level Designer at EA Black Box in Canada
  • Level Designer at NetDevil in Colorado - USA
  • Senior Level Designer at Fusion Creative St. in Connecticut - USA
  • Level Designer (MP) at Hi-Rez Studios in Georgia - USA
  • Environment Artist at Robomodo in Illinois - USA
  • Sr. Level Designer at Robomodo in Illinois - USA
  • Level Artist at Rockstar New England in Massachusetts - USA
  • Senior Environment Artist at Harmonix Music Sys. in Massachusetts - USA
  • Level Designers at 3G Studios in Nevada - USA
  • 3D Texture Artist at 3G Studios in Nevada - USA
  • Sr/Ld Level Designer at 3G Studios in Nevada - USA
  • Lead Level Designer at Kaos Studios in New York - USA
  • Environment Artist at Destineer in North Carolina - USA
  • Lighting Artist at Insomniac Games in North Carolina - USA
  • Level Designer at Destineer in North Carolina - USA
  • Environment Artist at Vicious Cycle Softw. in North Carolina - USA
  • Texture Artist at Red Storm Ent. in North Carolina - USA
  • Level Designer at Buzz Monkey in Oregon - USA
  • Senior Level Artists at id Software in Texas - USA
  • Terrain/Environment Artist at id Software in Texas - USA
  • Lead Level Designer at Gearbox Software in Texas - USA
  • Senior Environment Artists at Terminal Reality in Texas - USA
  • QA Level Editor Test Engineer at Gearbox Software in Texas - USA
  • Level Designer at 3DRealms in Texas - USA
  • Lead Environment Artist at Gearbox Software in Texas - USA
  • Senior Level Designer at TimeGate in Texas - USA
  • Level Designers at Gearbox Software in Texas - USA
  • Sr. Environment Artist at Vigil Games in Texas - USA
  • Sr. Env. Concept Artist at Edge of Reality in Texas - USA
  • Environment Artist at America's Army in USA
  • Texture Artist at Disney Interactive in Utah - USA
  • Texture Artist at Sucker Punch in Washington - USA
  • Senior Level Designer at Sandblast Games (THQ) in Washington - USA
  • Scenario Designer at Midway Games in Washington - USA
  • Lead Level Designer at Zombie in Washington - USA
  • Environment Artist at Her Interactive in Washington - USA
  • Lighting Artist at Midway Seattle in Washington - USA
  • Level Designer at Zombie in Washington - USA
  • Level Designer at Sandblast Games (THQ) in Washington - USA
  • World Designer at Sierra Online in Washington - USA
  • Env/Tex. Artist at Sakson & Taylor in Washington - USA
  • Environment Artist at ArenaNet in Washington - USA
  • Environment Artist at Snowblind Studios in Washington - USA
  • Level Designer at Raven Software in Wisconsin - USA





  • Jobs Listing - Sorted by Location (ascending)


    Treyarch
    California - USA
    Apr 25, 2008
    Lighting Artist
    Description

    Game LIGHTER
    Treyarch is looking for an experienced Lighter for a next-generation console title.


    Qualifications
    · Light characters and environments (interior & exterior).
    · Understanding of composition and the ability to enhance mood by lighting.
    · Expert knowledge of Maya.
    · Working knowledge of industry standard rendering programs, such as Renderman or Mental Ray.
    · Ability to do UV mapping.
    · Working knowledge of Ambient Occlusion maps, HDR rendering, Lightmap generation, and Global Illumination solutions is a must.
    · Knowledge of color theory and strong sense of light and shadow.
    · Ability to follow design reference and ability to work with wide range of styles



    The Workshop
    California - USA
    Apr 25, 2008
    Senior Environment Artist
    The Workshop is looking for an experienced Senior Environment Artist with strong 3D and traditional art skills to complete our core team. We're especially interested in your ability to use lighting, texture and color to build stylized 3D environments. You must have shipped at least two major console game titles and have a solid understanding of game production pipelines. You must be proficient in Photoshop and 3ds Max.

    Every member of our team is involved in all aspects of our project’s creation, including gameplay ideas, level layouts, modeling, texturing, etc. We believe that a small, focused, dedicated team of exceptional people can create exceptional games.
    REQUIREMENTS

    • Must have at least 3+ years videogame industry experience.
    • Must have shipped at least 2 console game titles, preferably on Xbox 360, Playstation 3 or both as an Environment or Senior Environment Artist.
    • Strong demonstrable proficiency in 3ds Max.
    • Strong demonstrable proficiency in Photoshop.
    • Strong traditional art skills.
    • Must be able to work effectively and be able to meet schedules and artistic guide lines on time in a small team-driven environment.
    • Traditional art degree or equivalent industry experience.
    • Work Samples and/or a website that demonstrates the above requirements.
    • A passion for excellence in your craft.

    HELPFUL

    • Conceptual art/storyboard skills.
    • Passion and enthusiasm for games.
    • We value well-rounded, cross-discipline developers at The Workshop. If you can do anything else, whether it’s programming, MAXscripting, character modeling, motion graphics or Shaolin Kung-Fu, there are opportunities to put those skills to use at our studio.

    For consideration please submit resumes and samples/websites to: jobs@theworkshop.us.com



    Obsidian Entertainment
    California - USA
    Mar 12, 2008
    Senior Level Designer
    We are searching for an experienced and talented designer for a console role-playing game. In this position, you will help shape the feel of the entire game.

    For this project, level design refers primarily to content creation and involves area layout, pacing, and balancing as well as scripting encounters and creature placement. Area construction experience (especially in Unreal) is a plus.

    For this position, please provide a list of the specific areas you designed in the games included on your resume. Candidates should be prepared to provide examples of level design work upon request.

    Additional Duties:

    -Communicate area design requirements with art and programming teams
    -Design game content - quests, NPCs, items
    -Maintain game design documentation
    -Contribute to all aspects of game design

    Requirements:
    Requirements:

    -3+ years game industry experience
    -Area design experience on at least two titles, including at least one RPG, FPS, or other action title
    -Worked on at least two shipped titles through their complete production cycles
    -Thorough understanding of the game development process and requirements
    -Leadership skills
    -Scripting experience
    -Exceptional creativity
    -Exceptional attention to detail
    -Love of computer and console role-playing/action games
    -Team player
    -Willingness to mentor and assist junior area designers
    -Excellent communication skills
    -Able to adhere to tight schedules
    -Skilled with Microsoft Office, level layout programs (SketchUp, Visio, etc.), bug tracking software, source control software, and 3D game development toolsets

    Pluses:

    -Bachelors degree
    -Artistic skills
    -Background in Architecture
    -Programming experience
    -Game toolset design experience
    -Experience with Unreal engine technology
    -Experience with 3D Studio Max, XSI, or Maya

    Desired Skills and Pluses:
    Pluses:

    -Bachelors degree
    -Artistic skills
    -Background in Architecture
    -Programming experience
    -Game toolset design experience
    -Experience with Unreal engine technology
    -Experience with 3D Studio Max, XSI, or Maya



    2K Marin
    California - USA
    Mar 12, 2008
    Level Architect

    Job Description and Responsibilities:
    So...when you were a kid, and you were building forts, did you prefer to use scotch tape or the family's World Book Encyclopedia volumes to hold the blankets and sheets in place? Would you be excited to build a fort that was supposed to be a space station? How about an Art-Deco Utopian metropolis at the bottom of the Atlantic Ocean? We may have a job for you. We are recruiting Level Builders to help us build levels for our next, unannounced project. Our Level Architects will work with a Level Designer and a Level Modeler to brainstorm, concept, and create levels for a next-gen console game project. As a Level Architect, you will be responsible for managing the artistic side of individual level construction as well as modeling and texturing architectural and decorative assets to assemble your level with. You will be paired with a Level Modeler who will be assigned to help you with modeling and texturing as the level construction process progresses. Finally, you will light and optimize your level. If you love building forts and you play well with others, we wanna talk to you. Oh yeah, we use Unreal and 3D Studio Max these days instead of bed sheets and Scotch tape.

    Job Responsibilities

    • Function as part of a three-person team tasked with building large levels for a next-gen console title: Level Builder, Level Modeler, and Level Designer
    • Collaborate with and task your paired Level Modeler in asset creation
    • Sketch/Paint/Concept ideas for 3D game locations
    • Work out the details and concept modular systems of architecture for levels
    • Produce 3D architectural assets in 3D Studio Max
    • Layout and light final levels in Unreal
    • Optimize final levels for performance
    • Work with Level Designer to make gameplay and 3D space function harmoniously
    • Work with Art director, Lead Artist to ensure artistic unity with the entire project

    Requirements:
    Required Skills

    • Possess a wealth of experience modeling and lighting assets and spaces for games
    • Able to collaborate with production staff from other departments on a peer level
    • Able to collaborate with and task more junior members of the art department
    • Can take direction well
    • Able to respond elegantly to difficult creative changes, often late in the process
    • Self-motivated towards solving creative problems
    • Able to communicate with other artists visually using quick thumbnail sketches or paintings
    • Understand game-related concepts related to 3D space and possess a keen interest in the medium of videogames

    Desired Skills and Pluses:
    Extra Credit

    • Experience with the Unreal Engine
    • Fluency with 3D Studio Max and Photoshop
    • Background in architecture or lighting
    • 3+ years game industry experience



    Ascendi
    California - USA
    Mar 07, 2008
    Environment Artist
    Our client is currently looking for a highly experienced, professional Senior Environment Artist for its development studio. The primary job responsibility is to create highly original game world art. The ideal candidate is able to establish good development practices and assist the lead in evolving our editing tools. The position requires the ability to apply materials, including texture and normal maps, to the models and integrate the models into the game using proprietary editing tools. The ideal candidate has at least 5 years experience creating environmental content such as architectural buildings, terrain, ecosystems and props in Maya with at least 2 years in a senior position on highly regarded, published console titles. The position requires experience and understanding of art pipelines on Xbox 360 and/or PS3, and an interest in finding ways to evolve and improve the environmental art creation pipeline. Since new intellectual property is involved, a clear long-term understanding of the game’s design vision is needed, and the ideal candidate will understand how to uphold it
    through the modeling of the game’s world space. The ideal candidate has a strong preference for working in a highly creative, innovative, small, intimate development environment.

    Responsibilities:
    1) Using Maya and our proprietary editing tools, create and integrate gorgeous, innovative, epic and cohesive gameplay-rich
    environmental spaces in support of the art direction of the game.
    2) Model architectural geometry and props for game environments and place models in game levels.
    3) Create clean and organized UV layouts for the terrain and props.
    4) Work closely with Material Artists to create and apply advanced shaders to the environments.
    5) Assist the Lead Environment Artist to achieve a consistent feel across all environments by participating in visual comparisons and critiques, working within hardware limitations, and meeting deadlines without compromising quality.
    6) Generate clean and organized models and UV work.
    7) Work closely with design to maintain all technical aspects of the levels, such as collision, path finding, and various
    other volumes.
    8 ) Optimize rendering and memory footprints for levels as required.
    9) Collaborate with game designers and art director to create visually stunning levels that play well.
    10) Contribute to the further development of our editing tools.
    11) Contribute innovative and original ideas on all aspects of game production and development.
    12) Promote best practices among the World Building team.

    Requirements:
    1) BA in Art or equivalent field or BS/BA in Computer Graphics or Film, or equivalent educational experience. Sculpture or
    architecture experience is a plus.
    2) At least 5 years of game industry experience with at least 2 published titles.
    3) Significant experience developing and working with proprietary processes and tools for creating environments.
    4) Fluency in 2D/3D software packages, especially Maya, Zbrush and Photoshop, with strong modeling skills for organic and architectural shapes. Familiarity with Mel scripting and knowledge of rendering packages such as Mental Ray is a plus.
    5) Demonstrable experience designing, modeling, mapping and lighting environments. Experience with open world art challenges is a plus.
    6) Ability to quickly learn and work with proprietary tools to leverage advanced modeling, material, and lighting effects.
    7) Understanding of real-time modeling and texturing constraints and the ability to work within them.
    8 ) Ability to translate concept and reference artwork into 3D game assets, efficiently and within game engine specifications.
    9) Impressive portfolio demonstrating strong traditional art skills, design sensibilities, and attention to detail.
    10) Demonstrated initiative and problem-solving skills.
    11) A keen eye for silhouette, form, color and light.
    12) Self-driven individual with strong written and verbal communication skills, and excellent interpersonal, organizational and mentorship skills, including the ability to provide relevant art critiques.
    13) Willingness to provide and accept direction, and the ability to embrace change. Ability to collaborate productively with others and to work to meet deadlines as necessary.
    14) A serious passion for gaming.
    15) The ability to work full time in San Diego, California.

    Location/Relocation:
    This is onsite, fulltime position located in the San Diego, CA. Relocation assistance WILL BE provided for candidates located within the United States.

    So, to express your interest:
    - Please send your resume to nextgen@ascendientertainment.com
    - Please place the text “DF-F-EnvAr” on the subject line of your email



    Red 5 Studios
    California - USA
    Mar 07, 2008
    Senior Level Designer (interiors)
    You are the architect for the landscape of the game, building visually stunning areas where players can't quite decide whether to stare in awe or concentrate on killing each other. It's your responsibility to make sure the environments aren't just attractive, but functional as well, providing interesting tactical choices that draw attention to important aspects of the gameplay experience. By working closely with designers and programmers, you devise ways to structure your levels so players can use all their characters' abilities, and all their own gameplay skills, to overcome challenges and opponents.
    A typical day:

    After reviewing the latest art assets and character abilities, you discuss with designers ways you can structure the new mission map to take advantage of particular character abilities and highlight important mission storylines. You begin laying out the general theme for the area, noting combat "choke points" and non-combat challenges that can occur in the environment, and collaborating with artists in the creation of new doodads and other game elements to plug into the map. Additionally you're putting the final touches on a multi-player PvP map that incorporates different aspects of gameplay. You organize sessions where you, along with a few artists and designers (and anyone else available), log in and run around the map. You'll demonstrate how your level design highlights the art and game elements, check the level for bugs and missing features, and finally develop alternative tactics for exterminating one another in virtual reality. This map will become the latest test area for the game, so you'll be tweaking it for months to come, but it can serve as a template for your next level which you'll be designing around a different set of winning conditions.
    Who you work with the most:

    You work hand-in-hand with exterior level designers, landscape artists, the art director, and concept artists, making sure your levels fit consistently and seamlessly into the world at large. By coordinating your efforts with the design team, you're able to build environments that showcase different game elements at all the appropriate times, introducing new challenges to correspond with new abilities and new items. Since the artists and the modelers create visual assets you'll use to design the levels, making sure they know the needs of the game is vitally important to the task at hand. What excites them, excites you, and will likely excite the players at the end of the day.
    What you've done before:

    * Experience with UnrealEd, Radiant, or equivalent level-building tool.
    * Playable level portfolio
    * Expert modeling skills with 3DS Max.
    * Experience with scripting missions, npcs and events
    * Strong sense of architecuture
    * Familiarity with texturing and lighting for next-gen engines
    * Passion for games and MMOs

    Send resume and cover letter to:

    Jeff Lawniczak
    Red 5 Studios
    email: jeff@red5studios.com



    Red 5 Studios
    California - USA
    Mar 08, 2008
    Architecture Modeler
    You are the architect for the landscape of the game, building visually stunning areas where players can't quite decide whether to stare in awe or concentrate on killing each other. It's your responsibility to make sure the environments aren't just attractive, but functional as well, providing interesting tactical choices that draw attention to important aspects of the gameplay experience. By working closely with designers and programmers, you devise ways to structure your levels so players can use all their characters' abilities, and all their own gameplay skills, to overcome challenges and opponents.
    A typical day:

    After reviewing the latest art assets and character abilities, you discuss with designers ways you can structure the new mission map to take advantage of particular character abilities and highlight important mission storylines. You begin laying out the general theme for the area, noting combat "choke points" and non-combat challenges that can occur in the environment, and collaborating with artists in the creation of new doodads and other game elements to plug into the map. Additionally you're putting the final touches on a multi-player PvP map that incorporates different aspects of gameplay. You organize sessions where you, along with a few artists and designers (and anyone else available), log in and run around the map. You'll demonstrate how your level design highlights the art and game elements, check the level for bugs and missing features, and finally develop alternative tactics for exterminating one another in virtual reality. This map will become the latest test area for the game, so you'll be tweaking it for months to come, but it can serve as a template for your next level which you'll be designing around a different set of winning conditions.
    Who you work with the most:

    You work hand-in-hand with exterior level designers, landscape artists, the art director, and concept artists, making sure your levels fit consistently and seamlessly into the world at large. By coordinating your efforts with the design team, you're able to build environments that showcase different game elements at all the appropriate times, introducing new challenges to correspond with new abilities and new items. Since the artists and the modelers create visual assets you'll use to design the levels, making sure they know the needs of the game is vitally important to the task at hand. What excites them, excites you, and will likely excite the players at the end of the day.
    What you've done before:

    * Experience with UnrealEd, Radiant, or equivalent level-building tool.
    * Playable level portfolio
    * Expert modeling skills with 3DS Max.
    * Experience with scripting missions, npcs and events
    * Strong sense of architecuture
    * Familiarity with texturing and lighting for next-gen engines
    * Passion for games and MMOs

    Send resume and cover letter to:

    Jeff Lawniczak
    Red 5 Studios
    email: jeff@red5studios.com



    Bardo Entertainment
    California - USA
    Jul 08, 2008
    Environment Artist
    Bardo is looking for a contract environment artist. Must be the creative flare to create environment artwork for a 2D PC based game.

    Must be skilled in both conceptualizing environments (architectural and organic), as well as coloring them in. The contract is for 2-3 months, and will result in about 30 screens worth of environment designs. Ideally, the candidate has a knack for creating designs that are set in a modern day setting, and are satirical in nature. Must be self motivated, creative, and flexible.

    The artist can work from any location, as long as artwork is submitted on schedule. PERSONAL SAMPLE WORK REQUIRED: Samples or a portfolio must demonstrates solid environmental geometry and texture creation ability.

    There is potential opportunity for ongoing work for the next year, depending on candidate's ability to pick up on the project.



    Unknown
    California - USA
    Jul 15, 2008
    Level Designer
    Feel driven to succeed? We're working to produce a next generation driving game that mixes genres as well as audiences, and we need a few good designers to lend a hand. Are you one of them?

    Description:
    Our Orange County studio is looking for experienced game designers to join our team to craft our unannounced project.
    Successful applicants will be assigned to a team that already contains some of the most influential developers in games to create our next-generation title.

    Primary Responsibilities include:
    Work on large sections of the game and help sculpt the true feeling of a world.
    Create quality designs that fit well with the pacing of the game. (As opposed to low quality designs that destroy the feel of the game).
    Work with a team of highly talented programmers, artists, and designers.
    Accept and provide direction, work well under pressure, and handle multiple tasks.

    Requirements:
    2+ years of game design or equivalent experience
    Strong knowledge of level design methodology
    Ability to write compelling narratives
    Effective communication, interpersonal, and organization skills
    Ability to work in a team efficiently and with diplomacy
    Passion for developing and playing video games

    Experience with modeling programs such as Maya and 3DS Max are a plus.
    Experience with driving or racing games is a plus.

    About us:
    We are an equal opportunity employer with a competitive salary structure and very good benefits. Our employees enjoy a stable and flexible environment with many fun perks.
    Benefits include:
    Medical insurance
    Stock options
    401(k)
    Free drinks and snacks

    Send your resume and design samples to ocgamejob@gmail.com. Please make the subject of your mail "design."
    Sorry that we can't tell you who we are, but our project is still under wraps!



    Nihilistic Software
    California - USA
    Jun 16, 2008
    Environment Artist
    Nihilistic Software is looking to fill out our art team with an Environment Artist.

    Nihilistic is a small company that focuses on one solid title at a time. We believe in hiring creative, hard working, dedicated and talented people and letting them do their job.

    This position is full-time, on-site in the San Francisco Bay Area. We offer competitive salaries, full benefits, and profit sharing.

    Requirements:
    • Excellent 3D modeling skills (architectural and organic).
    • Excellent painting skills (traditional and digital).
    • Excellent Maya skills.
    • Excellent ZBrush skills.
    • Preferably have at least 5 to 8 years experience working in games.
    • A thorough understanding of technical issues.
    • Ability to take concept art and execute vision in game.
    • Open to art critiques and feedback.
    • Shipped at least 1 Next Gen title (PS3 or Xbox 360).
    • Passion for video games.
    • Willing to relocate to the San Francisco Bay Area.
    • Willing to work closely with a small group of people in an open environment.
    • Must be self motivated, creative, and flexible.
    • Ability to multi task and adapt to changes.
    • Bachelor's (BA) degree from accredited 4 year college or university.

    If you're interested, please email your resume using the subject "Artist/Environment", to this address:

    jobs@nihilistic.com

    Or send your resume and any pertinent information to this postal address:

    Attn: Stella Balmoria
    c/o Nihilistic Software, Inc.
    5 Hamilton Landing, Suite 160
    Novato, CA 94949

    Current U.S. residents are preferred. We do not currently have any internship positions available.

    Nihilistic Software, Inc. is an equal opportunity employer.

    Note: submissions WILL NOT be returned.



    Red 5 Studios