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Cheat Code LLC

Game & Level Designer — Unreal, Multiplayer

Posted 20 hours ago
2-5 years experience
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AI Summary

The designer will own game design from the GDD, including prototyping mechanics and creating playable Unreal blockouts. They will also run playtests, tune spatial metrics, and maintain design documentation throughout the development process.

The game

An unannounced co-op horror title — think friendslop, but played completely straight. Small-studio Unreal Engine 5 production, small lobbies, big physical comedy. Full design details shared under NDA.

What you'll do

  • Own game design end to end from the GDD

  • Prototype and tune mechanics in Blueprint — timers, triggers, interactables

  • Translate designs into playable Unreal blockouts — greybox first; art comes later

  • Run playtests, find where rules and layouts break, revise both

  • Tune spatial metrics against the movement set — jump-to-gap ratios, fall penalties, convergence points, sightlines

  • Keep the GDD, top-down layouts, and metrics sheets current as designs change

You have

  • 3–5 years across game and/or level design, with at least one shipped multiplayer title

  • Mechanics you personally owned on something shipped — a mode, a round type, a system — that you can walk us through, including what you cut

  • A fluent Unreal blockout workflow and working Blueprint proficiency — you build and debug your own logic without a programmer on call

  • Instincts for simultaneous players: spawn logic, sightlines, chokepoints, what happens when four bodies hit one doorway

Nice to have

  • Horror, friendslop, or physics-comedy sensibilities

  • Small-team experience — you've worn adjacent hats without complaint

  • Awareness of multiplayer networking constraints

Structure

  • Contract-to-hire

  • Fully remote

  • Shortlisted candidates get a paid design test: one real minigame spec, one week, blockout plus written rationale — including at least one rule you'd change and why

To apply

Send your application to jobs@cheatcode.gg, include:

  1. A portfolio with greybox footage and top-down layouts — iteration notes, metrics sheets, and mechanics breakdowns beat beauty renders. We will not judge you on art.

  2. A short note: pick one multiplayer level or mechanic you shipped, tell us one thing that was wrong with it at first playtest, and how you fixed it.

No cover letter.

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