As a
Team Lead Level Designer
on
Splinter Cell Remake
at Ubisoft Toronto, you will support the Project Lead and Production Manager in ensuring
level design quality ,
clear direction, and
on-time delivery. You will guide and coach level designers, help establish and reinforce strong design standards, and balance creative vision with practical production planning while contributing directly to development when needed.What you’ll do
Define, communicate, and uphold level design quality standards
by identifying successful patterns and examples that create strong player experiencesCoach and mentor level designers
by explaining why design solutions work, encouraging understanding rather than replicationPromote knowledge sharing
within the team through clear instructions, constructive feedback, and shared best practicesPlan, prioritize, assign, and track tasks
while supporting realistic
time estimates
based on individual strengths and execution needsBalance creative goals with production constraints
to support reliable planning and deliveryReview individual work
and provide actionable feedback before presenting content to core leadershipPartner closely with production
to identify risks early, raise concerns clearly,
and support problem-solvingRepresent the level design team
in discussions with project leadership and other disciplinesCoordinate bug fixing and polish efforts
related to level design contentSupport onboarding and hiring efforts
to help maintain team cohesion and effectivenessQualifications
What you bring to the team
Strong collaboration and communication skills, with confidence engaging across disciplinesPeople leadership experience, including coaching designers with varied experience levelsClear design judgment
and a structured, rational approach to level design decision-makingPlanning and estimation skills
that support predictable production outcomesAbility to provide thoughtful feedback and evaluations
that help others growAdaptability and openness
when guiding designers through current constraints or design approachesKnowledge of real-time constraints ,
3D engines, and
level editing toolsExperience with production tracking tools
such as
JIRA ,
Perforce, or similar systemsNice to have:
Experience working on
third-person camera games
or titles with
slower-paced, investigative gameplay
#J-18808-Ljbffr
📌 Team Lead Level Designer (Winnipeg)
🏢 Massive
📍 Winnipeg
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