Senior Level Designer

Homa
•Remote

About The Position

Homa is hiring a Senior Level Designer to own the level design area for a hybrid casual RPG. The role is part of a small, AI-native game team preparing to launch. The designer will shape the player experience through levels that bring combat, heroes, art, and features together, and will have autonomy to set the level design roadmap, make design decisions, and ship work. A dedicated level editor and AI-powered level generation pipeline will be available from the start. The position is remote and open to multiple countries, primarily within European time zones (UTC to UTC+3).

Requirements

  • Experience in level design, including shipped levels for a hybrid casual, RPG, or combat-based game.
  • Hands-on balancing skills, including comfort with stats, health and damage calculations, and spreadsheets.
  • Fluency in Unity and ability to build and iterate on levels in the engine.
  • Strong sense of game feel and ability to explain why a level is fun.
  • Daily use of AI to automate, accelerate, or rethink work.
  • Ability to independently build a roadmap and make design decisions.
  • Data-driven approach to level tuning.
  • Feature design experience alongside level design.
  • Extreme ownership and a focus on driving outcomes and fixing problems.
  • Proactive approach; identifies and takes action without waiting for instructions or ideal conditions.
  • Pragmatism and simplicity, using available tools to find workable solutions and ship.
  • Sharp thinking, fast learning, fact-based reasoning, and clear structuring of ideas.
  • Ambition, high energy, motivation, and groundedness.

Responsibilities

  • Design, build, and tune levels in Unity, including layouts, encounters, pacing, and difficulty.
  • Scale level content by combining the AI pipeline with design judgment.
  • Model the effects of health, damage, and stat changes on game balance before release.
  • Polish existing levels to final quality and improve their game feel.
  • Set the level design roadmap, make design decisions, and assess whether choices fit the game.
  • Write clear, detailed specifications for developers to implement.
  • Use playtests and player data to evaluate levels and iterate quickly.
  • Use AI tools to generate layouts, prototype encounters, simulate balancing, and automate level work.
  • Design features alongside levels.
  • Take ownership of outcomes, proactively identify work, and deliver practical solutions.

Benefits

  • Depending on location, insurance, meal vouchers, public transport benefits, gym memberships, and other perks.
  • Access to a private Paris HQ office in a WeWork building and its coworking amenities.
  • Access to WeWork spaces throughout Europe.
  • Occasional team gatherings and off-site retreats.
  • Performance reviews every six months, with development goals.
  • Equipment for the role and a home office setup allowance for remote workers.
  • Access to AI tools and the opportunity to help shape level design in an AI-first company.
  • Ownership of the player experience and visibility into how levels affect metrics.
  • Growth opportunities and collaboration with a small, ambitious team.
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