Hiring: Level Designer / Map Designer (Multiplayer Adversarial Prototype)Company: Prefabot (Remote / Canada / Global)The MissionWe are currently developing a prototype for a multiplayer adversarial game and are seeking a Level Designer to join us for early-stage core validation and spatial structure design. This role is strictly focused on gameplay-driven spatial design. It is NOT an environment art or set-dressing position. We need a designer who can translate strict gameplay requirements into testable, iterable whitebox maps, using spatial structures to dictate combat, pursuit, evasion, interaction, and pacing.
Key Responsibilities- Whiteboxing: Build and rapidly block out test maps based on precise project mechanics.
- Spatial Engineering: Design and tune routing, room connectivity, cover systems, door/access points, Line of Sight (LOS) blockers, and interactive nodes.
- Rapid Prototyping: Collaborate closely with game designers and programmers for high-frequency iteration and core loop validation.
- Gameplay Support: Ensure the map structure actively enforces the core adversarial experience, rather than simply creating a static arena.
- Flow & Pacing: Design map pacing, encounter frequencies, high-risk/high-reward zones, and key event trigger points.
Requirements- Experience: Proven experience in Level Design / Map Design.
- Execution: Ability to rapidly build whitebox levels and clearly articulate the specific gameplay function and logic of every single space.
- Expertise: Deep understanding of pathing, LOS control, cover dynamics, engagement zones, and pacing in multiplayer adversarial environments.
- Adaptability: Highly adaptable and comfortable with high-frequency iterations, including completely scrapping and rebuilding layouts during the prototype phase.
- Communication: Strong logical communication skills to explain the why behind your spatial designs using objective logic and metrics, not just "feel".
- Bonus: Familiarity with Unreal Engine whiteboxing workflows.
This Role is NOT For You If...- Aesthetics First: You focus primarily on scene aesthetics, lighting, or atmosphere rather than game-play spaces.
- Subjectivity: You rely on vague concepts (e.g., "it feels immersive", "it looks cool") instead of breaking down the underlying mechanical logic.
- Rigidity: You are uncomfortable with your work being frequently modified or scrapped during rapid prototyping.
- Static Preference: You prefer static world-building over dynamic, adversarial spatial design.
Current Phase ObjectiveOur immediate goal is small-scale prototype validation. The focus is not on producing large volumes of content, but on rapidly generating testable map structures to prove that the spatial design successfully supports the core gameplay loop.
How to Apply- Send your CV, relevant portfolio pieces (Whitebox playable maps, LDDs, flowcharts, or gameplay demo videos)
- A brief breakdown of your past work covering Routing, LOS, Cover, Pacing, and Encounter Design to:
📧 contact@prefabot.com Subject: Application: Level Designer - [Your Name]