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Shooter Level Blockout & Pacing

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eventPublished on Sep 03, 2026 · verifiedWe confirmed on Sep 03, 2026 that it's still live

US$ 250 – US$ 750 per project

About the job

I’m building a modern-setting tactical shooter and I want each mission to feel tight, readable, and constantly engaging before any art pass begins. To get there, I need a seasoned level designer to run a full greybox pass on a small set of maps (currently four, with room to grow). Here’s what I’ll put in your hands on day one: • a full mechanic sheet (movement, weapons, enemy archetypes, gadgets) • mission beats and narrative goals for each level • existing whiteboard sketches and rough designer-made layouts Your job is to transform that material into fully playable greyboxed scenes that I can drop straight into the engine, run test sessions, and later hand off to the art team without fear of major rework. Deliverables • Clean, engine-ready blockouts that communicate cover, sight-lines, traversal routes, and objective locations • A concise player-flow document per level outlining pace, encounter rhythm, and intended emotional high points • Difficulty tuning notes: spawn counts, AI behaviors, and resource placement scaled for Easy / Normal / Hard • Short video walkthrough (or annotated screenshots) highlighting designer intent and explaining critical metrics such as time-to-combat, average exposure, and fallback options Acceptance Criteria 1. Each level can be completed, from spawn to extraction, with no dead-ends or blocker bugs. 2. Combat spaces must support multiple tactical approaches—aggressive, flanking, stealthy—without breaking pacing. 3. Greybox geometry is simple, clearly color-coded, and snapped to grid for quick replacement by the art team. We’re aiming for that sweet spot where the player feels empowered to plan but pressured to act, so encounter design should reward intelligent use of cover, sound cues, and limited resources rather than pure reflex shooting. If you’re comfortable iterating inside Unreal Engine or Unity (I can supply either project), and you’ve shipped or prototyped tactical shooters before, let’s talk—I’m ready to share the build and get these maps battle-tested.

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