Level designer
| Highest | $5,800 / mo · United States |
|---|---|
| Experience | 2–4 yrs |
| Degree | Required |
| First paycheck | 3 to 4 years of study with a playable portfolio, paid from month 1 |
Pay in the destination countries
Monthly, in US dollars. Each country is an Imora admission package — open one for that route's fees, language requirement and deadline.
| Country | Monthly |
|---|---|
| United StatesTOEFL 80–100 · $10–70k | $5,800max |
| CanadaIELTS 6.0–6.5 · CAD 20–40k | $5,100 |
| Hong KongIELTS 6.0–6.5 · HK–200k | $4,950 |
| SingaporeIELTS 6.5 · SGD 18–35k | $4,950 |
| United KingdomIELTS 6.0–7.0 · £11–38k | $4,950 |
| SwitzerlandIELTS 6.5 · CHF 0.9–8k | $4,750 |
What does the day look like?
Around 35% of your day is core design: moving gray cubes to block out 3D spaces (grayboxing), measuring jump distances in metric centimeters, calculating sightlines, and balancing encounter pacing. Another 30% goes into technical implementation: connecting and debugging logic nodes in Unreal Engine 5 or Unity, adjusting collision volumes, setting up navigation meshes (NavMesh), and resolving Perforce (P4V) merge conflicts.
Roughly 20% of your time is spent in cross-functional meetings, writing Level Design Documents (LDDs), and logging tickets in Jira and Miro. Only about 15% matches the teenage fantasy of playing games or placing monsters. Work follows standard office or hybrid hours of 37.5 to 40 hours per week. Sprints ahead of major milestones or releases can bring crunch periods of 50 to 60 hours per week. There is no shift work or night work.
Where does this lead?
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