About this role
Pipeworks Studios is seeking a Level Designer I or II, commensurate with experience, to develop open-world content for a high-profile AAA action-adventure title set within a legendary franchise. This role will design, build, and iterate on locations and points of interest that combine exploration, traversal, encounters, puzzles, and environmental storytelling. As part of a co-development team, the designer will collaborate closely with developers at Pipeworks and the project’s core development team while taking meaningful ownership of assigned spaces. This is a full-time temporary role with the possibility of extension or conversion to regular full-time employment after six months. Our studio is based in Eugene, Oregon, and the role may be performed remotely, in a hybrid arrangement, or in the office. Responsibilities Collaborate with level design leadership to define the goals, intended player experience, and quality bar for assigned content. Design, block out, implement, and iterate on open-world locations and points of interest in Unreal Engine 5. Create readable and engaging gameplay spaces that support exploration, traversal, encounters, puzzles, pacing, challenge, and environmental storytelling. Use Blueprint and project-specific tools to implement objectives, triggers, encounter logic, scripted behaviors, state changes, and other interactive content. Place, configure, and tune enemies, NPCs, gameplay objects, and environmental elements to support intended player behaviors and challenge. Collaborate with design, engineering, art, production, QA, and partner teams to communicate design intent, resolve dependencies, and incorporate feedback. Participate in playtests and design reviews, identify problems with flow or player experience, and iterate based on findings. Create and maintain clear documentation, layout callouts, encounter notes, task updates, and acceptance criteria. Maintain organized content, naming conventions, source control practices, and general level hygiene. Identify risks, blockers, and dependencies early, and adapt effectively as project priorities or creative direction change.