Have you ever thrilled at a game’s sense of movement? Imagine the first time you played Flower or Wipeout or Tony Hawk. Maybe you remember Prop Cycle or After Burner or Hydro Thunder from the arcade? And maybe, just maybe, you love games like Rocket League where through basic mechanics, a skilled player can take flight and expand their traversal capabilities to new heights…
We’re looking for a Level Designer who loves creating worlds that are fun and exciting to move through. Our “glide” mechanic works like self-propelled sledding, and allows the character to traverse almost any kind of terrain. We’re looking beyond just racing experience, and more of a hybrid who understands the joy of speed, stunting, exploration, and platforming (yes, you can jump and boost the sled).
Although the mechanic is near complete, there is room to improve and evolve it, so if you’re a Level Designer who also enjoys game design, you’ve come to the right place.
We have prototype levels galore, but are hoping we can substantially elevate this portion of the game with the right candidate’s help.
And did we mention reality is optional? Given the surreal nature of our environments, the gloves are off with regards to creativity. Using basic terrain as a foundation, the opportunities to get creative and build epic set pieces is 100% on the table.
We're looking for a self-starter who can hit the ground running and show their prowess through expert blocking and the organic extension of our aesthetics, themes, and in-world metaphors.
Our goal is to blend narrative-heavy moments with action-oriented exploration.
Strong candidates will receive additional materials to provide deeper context and a clearer picture of what is desired from this role.
Unity is our chosen engine, but experience in Unreal is also welcome. We'd prefer that you've shipped at least two title within the 3rd-person action adventure or racing genre, but would consider a candidate with strong evidence of relevant world-building in their portfolio. We look forward to hearing from you!
Logistics:
The role is remote in nature, available inside or outside the US, and begins with a 1-month contract of 10-20 hours per week to ascertain quality and output.
Please visit our website or social channels for more information on the studio and its culture. We look forward to hearing from you.
What You'll Do:
What You'll Need:
Compensation
Hourly rates are negotiable depending on experience.
Term
Inevitable Studios was founded to celebrate the collaborative efforts of talent near and far. We aim to craft games that differentiate themselves from AAA tropes and stale indie trends.
Project "Algernon" is a blend of action and puzzle-solving within an unpredictable & surreal world. With a story focused on the importance of family and building connections, the game is being crafted as a bright spot in today's ever-darkening world.