
CareersLevel2Studio
Careers.
Level2Studio is hiring for OUTREMER, a 5v5 tactical shooter in development. Every open role works directly on the game.
01Open roles
Four open roles on OUTREMER.
01DesignGame DesignerShapes how OUTREMER plays: the 5v5 round, its objectives, weapons, roles and economy, from the first spec to a tuned build.
The work
- Design and balance the round-based modes, their objectives and the round economy.
- Define how each weapon and role behaves, with clear numbers, and tune them from playtest results.
- Write specs that engineers and artists can build from, and keep them current as the game changes.
- Run playtests, read what they show and turn it into specific changes.
What you bring
- Design work on a competitive multiplayer or tactical shooter, shipped or substantial.
- A precise feel for movement, gunplay and readability in first-person play.
- Unreal Engine 5, including Blueprints, well enough to prototype your own ideas.
- Clear writing, and the habit of testing an idea before arguing for it.
02Art3D ArtistBuilds the world of the Order and the Wheel: weapons, armour, props and environment pieces, game-ready in Unreal Engine 5.
The work
- Model, unwrap and texture hard-surface weapons, armour, props and modular environment pieces.
- Take assets from high-poly sculpt to optimised game mesh, with clean bakes and PBR materials.
- Hold every asset to the art direction of OUTREMER and to its performance budget.
- Import, set up and check assets in the engine, including LODs and collision.
What you bring
- A portfolio of game-ready hard-surface work. Weapons and armour are a strong signal.
- Blender or Maya, Substance Painter or an equivalent, and a baking workflow you trust.
- Real-time fundamentals: topology, texel density, LODs and material setup.
- Judgement about silhouette and readability from a first-person view.
03Visual effectsVFX ArtistMakes every shot, impact and explosion read: real-time particle systems for a competitive shooter.
The work
- Create muzzle flashes, tracers, impacts, smoke, explosions and equipment effects in Niagara.
- Keep effects readable in competition: they inform players and never hide an opponent.
- Build within frame-time and overdraw budgets, with quality levels for lower-end PCs.
- Work with design and audio so an effect, its sound and its gameplay land together.
What you bring
- A reel of real-time effects, ideally from a shooter or an action game.
- Niagara, or another real-time particle system and the will to move to Niagara.
- Shaders, flipbooks and materials for effects, and how to measure what they cost.
- An eye for timing, shape and colour in fast motion.
04AudioSound DesignerIn a tactical shooter, sound is information. Designs the weapons, footsteps and cues that players read in every round.
The work
- Design weapon, footstep, movement, equipment and interface sounds.
- Build positional audio that tells a player where, how far away and on what surface.
- Implement and mix in Unreal Engine 5 with MetaSounds, with clarity in a full 5v5 round as the test.
- Record and edit source material and keep the sound library clean and licensed.
What you bring
- A portfolio or reel of game audio, ideally for first-person or competitive games.
- Real-time implementation in Unreal Engine, Wwise or FMOD.
- A strong ear for mix, dynamics and spatial cues.
- Care for the licence and source of every sound.
02How to apply
Show the work.
- ChooseOne role
Apply for the role that fits your work best. If none of them does, an open application with your discipline in the subject is welcome.
- SendYour work
Email careers@level2.studio with the role and your name in the subject, a link to your portfolio, reel or released work, and a short note on what you made yourself.
- Hear backBy email
Every application is read in full. Shortlisted applicants are contacted by email to talk through their work.
Level2Studio never asks applicants for payment, passwords or account details.