Level & Puzzle Designer - Unreal Engine at Giraffe Head Studios | Torre

Level & Puzzle Designer - Unreal Engine

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Full-time

Legal agreement: Contractor

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Company

Compensation
GBP15 - 30/hour
~USD19.8 - 39.6/hour
Negotiable
location_on
Remote (for United Kingdom residents)
Posted about 2 months ago

Responsibilities


Level & Puzzle Designer - Unreal Engine Giraffe Head Studios Ltd Remote role - UK-based applicants only Paid fixed-term development role Expected period: Autumn 2026 to March 2027 Giraffe Head Studios is a small UK independent studio developing original games. Our current project, RMF's Ragdoll Physics Experiments, is a first-person physics comedy puzzle game set inside an increasingly strange testing Facility. Players build solutions, activate physics and experiment with objects, machinery and the environment to find increasingly ridiculous ways to complete challenges involving wooden ragdolls. The core gameplay systems are already established and the project is now moving through production of its main challenge zones. We are looking for an experienced Level & Puzzle Designer who can work hands-on in Unreal Engine to help design, prototype and build these spaces alongside the existing team. The Role The primary focus of the role will be the design and implementation of the game's Challenge Rooms. Each Challenge Room presents the player with a physical problem and asks them to use the environment, buildable objects, machinery and physics systems to find a way to take out a wooden ragdoll. The game already has an established challenge framework built around different challenge functions: Assemble - completing, repairing or configuring a mechanism Route - constructing a path for an object, force or other element Aim - positioning and aiming devices to achieve a physical result Carry - transporting an important object through a hazardous or awkward environment Chain Reaction - preparing a sequence of physical interactions and seeing what happens when Physics Mode begins These are design functions rather than fixed puzzle templates. Each zone reinterprets them using different mechanics, environments and physical systems. We are looking for someone who can take this framework and turn it into interesting, funny and satisfying physical challenges that encourage players to experiment and find their own solutions. This is not purely a paper-design role. You will be expected to work directly in Unreal Engine, prototype your ideas, create the Blueprint interactions needed for individual rooms and take ownership of the gameplay space as it develops. Alongside the main Challenge Rooms, you may also help create Side Rooms, set pieces, environmental interactions, smaller puzzles and other gameplay moments that help make the Facility feel like more than a collection of conventional levels. What You'll Be Doing Designing physics-based Challenge Rooms within the established RPX gameplay framework Developing puzzle concepts around physical systems, machinery, environmental forces and player-built solutions Prototyping and implementing those ideas directly in Unreal Engine Creating Blueprint logic for room-specific interactions, mechanisms and gameplay events Building and developing gameplay environments using existing project assets and asset packs Taking spaces from initial blockout through to a convincing playable state Iterating on puzzle designs based on how they actually behave in play Designing for experimentation, multiple approaches and unexpected player solutions Creating failures that can still produce entertaining physical outcomes Working with our Lead Developer where changes or additions to core systems are required Helping develop Side Rooms, set pieces and other environmental gameplay moments Testing and refining your own work before integration into the wider project You will not be expected to create bespoke 3D models or environment assets from scratch. Environment work will primarily use assets provided specifically for the project or existing assets already available within it. You will have freedom to develop the layout and appearance of the spaces you are responsible for. What We're Looking For You should have: Strong practical experience working with Unreal Engine 5 Good working knowledge of Blueprints Experience designing gameplay spaces, levels or puzzles The ability to take a gameplay idea from initial concept through to a working playable implementation A good understanding of physics-based, systemic or emergent gameplay An understanding of how environment layout supports gameplay and player comprehension An instinct for experimentation and player freedom rather than designing around only one exact solution The ability to recognise when an idea is not working and iterate on it Strong communication skills A high level of reliability and consistency The ability to work independently as part of a small remote development team A development PC capable of working comfortably with a modern Unreal Engine 5 project Applicants must be based in the UK for the duration of the role Technical Environment RPX is currently developed in Unreal Engine 5.8.1. The project uses a combination of C++ and Blueprints. You will primarily be working with Blueprints and will not be expected to write C++. Core systems and technical architecture are handled by our Lead Developer, allowing this role to focus primarily on gameplay, puzzle implementation and level design. The project is version-controlled using Perforce Helix Cloud. We also use FMOD for audio. Previous FMOD experience is not required. Where a room needs audio, the relevant sounds and events will be provided for you to integrate. Nice to Have Experience in any of the following would be useful, but is not essential: Physics-heavy games Puzzle games Systemic level design Construction or sandbox-style mechanics Emergent gameplay Perforce / Helix Core FMOD Small independent development teams Shipping or contributing significantly to a commercial game About the Team Giraffe Head Studios is a small team, so this role will involve close collaboration and a good degree of ownership. You will work closely with the game's Creative / Design Lead, Rory, who oversees the overall game direction, level concepts, narrative, art, audio and integration, as well as our Lead Developer, who is responsible for the game's core technical systems and architecture. The team structure means you will have significant ownership over the areas you work on, while still having access to technical and creative support when required. Good communication is particularly important. We are looking for someone who is comfortable sharing progress, raising problems early and working collaboratively rather than disappearing for several days and returning with something unexpected. Contract and Availability This is a paid, fixed-term development role, expected to take place between approximately Autumn 2026 and March 2027. The exact start date, weekly hours and contractual arrangement will be agreed with the successful applicant. We currently expect the role to cover up to 37.5 hours per week, depending on the final start date and working arrangement. There is flexibility around exactly how those hours are structured, although we are looking for someone who will be regularly available across the normal Monday to Friday working week and able to communicate consistently with the rest of the team. The role is fully remote. Applicants must be UK-based. Compensation The final rate and contractual arrangement will be agreed with the successful applicant based on experience, availability and the agreed working pattern. We are particularly interested in seeing playable work, prototypes and greybox examples that demonstrate how you think about gameplay, rather than portfolios consisting only of finished environment artwork. If you enjoy experimenting with physics and finding increasingly elaborate ways to cause terrible things to happen to wooden ragdolls, we'd love to hear from you.