![[Hobby / Non-Commercial] Solo dev seeking a Level Designer](https://europe1.discourse-cdn.com/unity/original/3X/a/a/aaeab82727497b6f37f4312dcd57be21e6cd25e8.png)
![[Hobby / Non-Commercial] Solo dev seeking a Level Designer](https://europe1.discourse-cdn.com/unity/original/3X/a/a/aaeab82727497b6f37f4312dcd57be21e6cd25e8.png)
[Hobby / Non-Commercial] Solo dev seeking a Level Designer Hey all, I’m a solo dev working on a first-person survival exploration game and I’m hoping to find someone who’s into level design to help me out. It’s not paid — I’m doing this in my spare time and there’s no budget or revenue promise, so this is purely a hobby collab. Just want to be upfront about that. Quick pitch: it’s a first-person survival exploration game set in an abandoned subway after some kind of apocalypse. You go station to station through dark tunnels, scavenging scrap, trading and following a story. Where I need help is level design. The whole game is built from a modular kit — tunnel pieces, platforms, rooms, all with snap points — so it’s less “model everything” and more assembling and pacing the journeys. Placing the long dark stretches, the junctions where you pick a safe but long route vs a short but scary one, side rooms with loot, that kind of thing. I’d rather keep it small and focused than pitch you some five-year plan, think a couple of well paced journeys, something that’d actually look good in a portfolio. Credit obviously guaranteed. I work in small iterations and playtest constantly so you’d see your stuff running in-game pretty fast. About me: I’m comfortable with the programming/systems side, level pacing is my weak spot. I’ve got a pretty detailed design doc and a short clip of the current build I’m happy to share if you’re curious. If any of this sounds fun, reply here or shoot me a DM and we can talk out together. Happy to answer whatever. Cheers 1 post - 1 participant Read full topic
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