07 Nov
|
Massive
|
Winnipeg
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 doDefine, 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 explicit 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 effectivenessQualificationsWhat you bring to the teamStrong 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 new 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
📌 Team Lead Level Designer (Winnipeg)
🏢 Massive
📍 Winnipeg