This role has closed. Gameloft has taken the posting down.
hirly last saw it live on 29 September 2026. See similar open roles below, or browse all jobs in Paris.
Gameloft
Senior Level Designer
Paris, IDF, France
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hirly's read of this role
- Seniority
- Senior
- Country
- FR
- Work mode
- On-site / unstated
- First seen by hirly
- 21 Sept 2026
Derived automatically from the posting.
the posting
Main challenge
Join us at a pivotal moment: the kickoff of pre-production on an ambitious new level-based AA PC/Console project. Your mission will be to help design and lay the foundations of the game's progression structure — from the macro vision (level arcs, difficulty curve) down to the detail of each playable space — to ensure a readable, engaging, and replayable experience as the team and content scale up.
What it means on a daily basis
You'll be at the heart of designing the game's progression, from the overall vision down to the detail of each level:
- Progression vision — Design and prototype the game's overall progression structure: order of mechanic introduction, level arcs, general pacing.
- Difficulty design — Build coherent difficulty curves and continuously adjust them based on playtest feedback.
- Prototyping & blockout — Produce blockouts and rapidly iterate on key levels starting in pre-production, to set the game's standards.
- Cross-discipline collaboration — Work in close partnership with game design to ensure each mechanic lands at the right moment, and align expectations with creative direction.
- Playtest culture — Set up playtest tools and processes to objectively evaluate pacing and challenge, and document design sheets (objectives, mechanics, intentions, success metrics).
- Standards & tooling — Define level design guidelines to onboard the rest of the team as it grows, and contribute to pipeline decisions under Unreal Engine.
What success will look like
We'll know this bet has paid off when the game's progression is clear and well-paced from start to finish, driven by a difficulty curve that engages without ever frustrating. Concretely, this will look like:
- Early playable prototype levels that set clear standards for what follows
- A team able to produce content aligned with the vision as reinforcements join
- Reference documentation that allows the project to scale without losing coherence
Who you are
- You can defend the design logic behind a difficulty curve or progression system you've built
- You blockout and iterate fast, treating first versions as disposable
- You're autonomous in Unreal Engine — you prototype without depending on others
- You extract the two or three things that matter from a messy playtest, not everything
- You write documentation others can build from without you in the room
- You seamlessly apply Rational Game Design principles to all your work
Who you would be working with
You'll collaborate with game designers, gameplay programmers, technical artists, the QA team, production, as well as technical and creative direction (Game Manager, Creative Director).
Where this role can take you
This role will give you creative and technical ownership of a core system at the studio level, and a strategic impact on how the game is structured and experienced by players.
What we offer:
- A fun and flexible work atmosphere with an iconic game studio
- Clear creative direction and collaborative feedback
- Fair compensation and a respectful, professional work relationship