
11 - 50 employees
🎯 Recruiter
📱 Media
Recruitment • Media
Giant Skull is presented as a studio-operated crew acquisition terminal. The available interface text ("GS terminal 2. 0", "CREW ACQUISITION TERMINAL", "CREW OPENINGS", "CREW ROLES", "STUDIO VALUES") indicates the company runs a hiring/recruitment portal for production crew and maintains role/discipline listings and assignments; current output shows no open positions but suggests regular updates. This points to Giant Skull being a creative production studio or similar entity that manages staffing for studio projects via an internal or public recruitment interface.
🔥 5 minutes ago
Where this job comes from
Posted on Giant Skull's careers page, not through a job board
First seen by Remote Rocketship 5 minutes ago

11 - 50 employees
🎯 Recruiter
📱 Media
Recruitment • Media
Giant Skull is presented as a studio-operated crew acquisition terminal. The available interface text ("GS terminal 2. 0", "CREW ACQUISITION TERMINAL", "CREW OPENINGS", "CREW ROLES", "STUDIO VALUES") indicates the company runs a hiring/recruitment portal for production crew and maintains role/discipline listings and assignments; current output shows no open positions but suggests regular updates. This points to Giant Skull being a creative production studio or similar entity that manages staffing for studio projects via an internal or public recruitment interface.
• Define the vision and direction for levels in collaboration with the Design Director • Set and uphold the level design quality bar across disciplines while balancing scope and constraints • Communicate level goals and intended player experience through vision documents, feedback, and presentations • Conduct level reviews and critiques, providing constructive improvement feedback • Champion playtesting and feedback loops using data and observation to refine flow, pacing, and player clarity • Define and improve level design standards, pipelines, workflows, and best practices • Lead and mentor level designers through guidance, feedback, and coaching • Collaborate with production to plan milestone deliverables and a realistic roadmap • Drive level execution on schedule and escalate when clarity or resources are needed • Cultivate collaboration across design and disciplines and foster an open feedback culture • Own and build levels from pitch and blockout through final polish • Design layouts, puzzles, traversal spaces, and environmental storytelling aligned with gameplay, narrative, and worldbuilding • Collaborate with environment artists, gameplay and content design leads, narrative, and engineering • Author documentation communicating level goals, structure, and intended player experience
• Extensive experience, ideally 10+ years, designing high quality levels for 3rd person action-adventure games, including ownership of major spaces from concept to polish on multiple shipped titles • Experience leading and mentoring level designers, including setting direction, giving feedback, and supporting their growth • Deep understanding of level design principles, pacing, layout, flow, and intuitive player guidance through gameplay and story • Strong engine proficiency, ideally including Unreal, with hands-on ability from blockout through polish • Ability to define a quality bar, communicate it clearly, and ensure delivery at quality standards while balancing scope and schedule • Experience planning and tracking level work against milestones and coordinating dependencies across disciplines • Excellent communication and collaboration skills • Proactive problem-solving and initiative • Ability to give and receive constructive feedback
• Opportunities for bonuses • Retirement plan matching • Comprehensive benefits
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