Level Designer

Platforms
PC, Console, Mobile
Target Audience
Steampunk & Casual Gamers
Current Status
Prototype, Beta 2026
Location
Remote / Worldwide

The Job

You’re not just placing tiles. You’re laying breadcrumbs for wonder.

You’ll sculpt forests, crypts, broken walkways, and questionable shortcuts with the hands of a cartographer and the mind of a trickster god.

This isn’t about filling space. It’s about making every corner whisper, "There’s something here. Maybe."

We don’t need architects. We need storytellers with collision maps.

The World

It’s like Stardew got ghosted by Frostpunk and now lives on an island full of secrets.

You’re not just planting carrots. You’re restoring a failed soul experiment in a crumbling steampunk colony where the dead whisper through machines and the Empire wants its cut.

So yeah... cozy, with consequences.

The Gig

You’ll design the places players remember and the ones they regret not checking.

Build maps that breathe. That reward curiosity. That punish recklessness in just the right amount.

Work with artists, devs, and writers who all have opinions about rocks. Make it work anyway.

You’ll craft not just where the player walks, but what they feel when they get there, tension, relief, dread, or "wait, was that always open?"

You, Probably

You’ve spent hours debating if a cave should have *two* exits or *three* and lost sleep over both.

You’ve made maps. Then you’ve broken them. Then you made them weirder.

You know Unity, Tiled, or something else that makes boxes become dreams.

Your portfolio says: "I care." Your email says: "Let me in."

Perfection is boring. Give us heart. Give us clever. And make that one path slightly suspicious, please.

The Deal

We’re not backed by billionaires.

We’re a passionate indie team building something weird, emotional, and actually worth finishing.

There’s no salary (yet), but there is shared ownership, creative freedom, and a front-row seat to every glorious design argument.

We pay in feedback, flair, and future revenue.

How to Join

No portals. No cover letters to the void.

Just send us an email with your portfolio and a few words about you.

Show us a level you love. Or one that got weird. Or one that almost broke a tester.

Seriously. We’re nice.

FAQ: Application Stuff

Okay, but how does this actually start?

You send us your stuff. We read it. Then we talk. Usually just a casual intro call.
No stress, no suits, just seeing if we click.

Then what?

Your mail goes straight to a human (hi).
We go through your work carefully and get back to you directly.
If we see potential, we chat.

How long do I stare at my inbox?

Fast. Like "is this automated?" fast. (It’s not.)
Expect a response within 1–2 days, unless we got eaten by feature creep.

Do I need game industry experience?

Nope. If you’ve got the skill and the drive, we’re listening. Some of us started in weird places too.

How much time do I need to commit?

Flexible. Most of us work on this next to jobs, studies, or life.
We aim for momentum, not burnout.

Will I keep ownership of my work?

Yes. Everything’s transparent. We credit properly and use what you agree to share.
No weird fine print.

What tools do you use?

Depends on the role. Mostly Aseprite, Photoshop, Figma, Unity, Notion, Git, Google Drive, Discord, and unhealthy amounts of tabs.

Where is the team based?

All over. We’re a remote-first team with a central base in Nürnberg Germany, working across continents, and time zones.

Do I get thrown into the code pit?

You get some starter tasks, meet your main contact person, and we ease you into the chaos.
No sink-or-swim. More "here’s the shallow end, also we brought floaties."

Should I hurry?

Nope. The door stays open until we find the right fit.
If you're reading this and it sounds like you, go for it.

Contact