出海雷达

环境游戏设计师

Environment Gameplay Designer

设计限定地区(需当地身份)
公司Sunblink Studios
薪资未公开
工作地点United States
地域资格限定地区(需当地身份)
时区要求日间重叠约 9 小时,基本正常作息
用工类型Contractor
发布时间13 天前
数据来源Himalayas
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注意地域限制:该职位明确限定在 United States 招聘。如果你是位于中国大陆的求职者,通常需要当地工作身份才能投递,或需与雇主确认是否接受独立合同(Contractor)形式合作。

这是一份每周约30小时的中高级至主管级别的合同职位。

适合能够快速制作开放世界灰盒原型,并打造密集而丰富的交互体验,同时始终关注视觉设计的人员。

核心职责

  • 从块状设计到可玩空间,全流程设计并原型化开放世界环境,平衡视觉奇观与即时可玩性
  • 确定大空间的布局和流程:视线、地标、通行路线、瓶颈点,以及高密度和低密度区域之间的节奏
  • 设计并实现路径系统,包括关键路径、次要路线、捷径和多种玩法风格支持的通行方式
  • 构思、放置并迭代兴趣点(POIs),定义每个 POI 的目的、遭遇结构、奖励及其在玩家整体旅程中的作用
  • 创建互动环境玩法,如通行机制、可破坏物、危险元素、谜题和系统性交互,使空间显得有反应且生动
  • 使用脚本、可视化脚本或代码快速在引擎中进行原型开发,以早期测试和验证想法,偏向于可玩版本而非文档
  • 清晰地向主管、利益相关者和跨职能团队展示设计意图和原型,并建设性地接受反馈

所需经验

  • 有设计大规模非线性空间的经验,作品集需展示布局和玩法工作
  • 对玩家导航、视觉传达和无需大量 UI 或明确指引引导玩家有深刻理解
  • 在现代引擎(Unreal Engine 或 Unity)中有原型设计经验,包括块状工具、地形和景观工具以及玩法脚本
  • 熟练使用可视化脚本(如 Blueprints)和/或脚本语言(C#、C++、Lua、Python)来构建和迭代交互
  • 有设计 POIs、遭遇或活动并将其整合到连贯世界的经验
  • 对玩法系统设计有扎实掌握,包括通行、战斗、AI 和探索如何在环境中相互作用
  • 能够在内存、流式传输、视距和内容预算等技术限制下平衡创意目标
  • 优秀的沟通能力,有跨艺术、设计和工程学科协作的经验
  • 适应迭代和以反馈为导向的开发方式
查看英文原文

This is a ~30 hour/week contract position for mid-to-lead level.

A combination aesthetic and gameplay oriented role for folks who can quickly graybox open worlds and prototype the dense, rich interactions that make them satisfying - all while keeping visual design top of mind.

Core Responsibilities

  • Design and prototype open-world environments end to end, from blockout through gameplay-ready spaces, balancing visual spectacle with moment-to-moment playability
  • Define the layout and flow of large spaces: sightlines, landmarks, traversal routes, choke points, and pacing between areas of high and low intensity
  • Design and implement pathing systems, including critical paths, secondary routes, shortcuts, and traversal options that support multiple playstyles
  • Conceive, place, and iterate on Points of Interest (POIs), defining each one's purpose, encounter structure, rewards, and role in the player's broader journey
  • Build interactive environmental gameplay, such as traversal mechanics, destructibles, hazards, puzzles, and systemic interactions that make spaces feel reactive and alive
  • Rapidly prototype in-engine using scripting, visual scripting, or code to test and validate ideas early, with a bias toward playable builds over documents
  • Present design intent and prototypes clearly to leads, stakeholders, and cross-discipline partners, and incorporate critique constructively

Required Experience

  • Demonstrated ability to design large-scale, non-linear spaces, with a portfolio showing both layout and gameplay work
  • Strong understanding of player navigation, visual communication, and guiding players without heavy UI or explicit direction
  • Hands-on experience prototyping in a modern engine (Unreal Engine or Unity), including blockout tools, terrain and landscape tools, and gameplay scripting
  • Proficiency in visual scripting (e.g., Blueprints) and/or a scripting language (C#, C++, Lua, Python) to build and iterate on interactions
  • Experience designing POIs, encounters, or activities and integrating them into a cohesive world
  • Solid grasp of gameplay systems design, including how traversal, combat, AI, and exploration interact within an environment
  • Ability to balance creative ambition with technical constraints such as memory, streaming, draw distance, and content budgets
  • Excellent communication skills, with experience collaborating across art, design, and engineering disciplines
  • Comfort with iterative, feedback-driven development and with taking a prototype from rough concept to polished, playable content

Bonus Experience

  • Shipped at least one open-world or large-scale exploration title
  • Experience with procedural or semi-procedural tools (e.g., Houdini, PCG, world-building tools) for environment and content placement
  • Background in systemic or emergent design, such as ecosystems, dynamic events, or AI-driven world behaviors
  • Technical art or environment art skills, including blockout-to-art handoff and kit-bashing
  • Experience with traversal-focused design (climbing, gliding, vehicles, mounts, etc.)
  • Familiarity with analytics and telemetry tools for evaluating player movement and engagement
  • Experience with world streaming, World Partition, or level-of-detail strategies in large environments
  • Contributions to game jams, mods, or personal projects that show initiative and creative range
  • Experience mentoring designers or leading small cross-discipline strike teams
  • Passion for exploration-driven games, with a strong point of view on what makes a world feel worth exploring

Hours & Expectations

This is a 3 - 6 month initial contract with opportunities for extension or hire depending on project status and work compatibility. We expect 30-40 hours a week most weeks.

Help Enrich Our World

We encourage underrepresented applicants to apply even if you do not meet 100% of the qualifications.

Transparency in LLM Usage

If you’re using an LLM to write your cover letter, please disclose it with a brief initial sentence (and whether you are or aren’t, please let us know your favorite pop culture creature then, too). We consider transparency in AI usage important. (We used it to help with this req, for instance!)

Originally posted on Himalayas

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