
One More Level, the visionary studio behind the critically acclaimed, high-octane Ghostrunner series and the atmospheric first-person soulslike Valor Mortis, is expanding. We are currently entering the scaling phase for our most ambitious undertaking yet: Project Swift.
We are seeking a battle-hardened, combat-oriented Game Designer who understands the visceral language of action. If you have a passion for frame-perfect strikes, sophisticated enemy AI, and the “dance” of high-stakes combat, we want you to help us define the next generation of first-person action.
Position Executive Summary: Game Designer
| Category | Details |
| Company Name | One More Level |
| Project Codename | Project Swift |
| Job Title | Game Designer (Combat & Systems Specialist) |
| Salary Range | Employment (UoP): 12,000 – 18,000 PLN Gross B2B: 15,000 – 22,000 PLN + VAT (Depending on seniority/skill) |
| Job Type | Full-Time (Contract of Employment, B2B, or Flexible) |
| Location | Kraków, Poland (Hybrid/Remote options available) |
| Core Tech Stack | Unreal Engine 5 (Blueprints, Enhanced Input, Gameplay Ability System) |
| Experience Level | Mid to Senior (2-3+ years AA/AAA experience) |
The Mission: Defining the “Flow State”
At One More Level, a Game Designer is far more than a “spreadsheet manager.” You are the architect of the player’s adrenaline. On Project Swift, your primary mission is to bridge the gap between high-level creative vision and granular technical implementation. You will be responsible for ensuring that every move the player makes feels impactful, every enemy encounter feels earned, and the difficulty curve remains “tough but fair.”
Key Responsibilities
- Combat & Enemy Archetypes: You will design and implement a diverse roster of enemies. This includes defining their “readability,” attack patterns, and AI behaviors. You will own the boss encounter pipeline, ensuring these milestones provide a satisfying climax to gameplay loops.
- System Architecture: You will be the primary stakeholder for core gameplay systems. This includes the “feel” of player movement (traversal, dodging, momentum) and character progression systems that reward mastery.
- The Arsenal: Design a satisfying array of skills and weapons. Each tool in the player’s kit must feel unique, serving a specific tactical purpose while remaining perfectly integrated into the overall combat rhythm.
- Difficulty Orchestration: You will fine-tune the “Difficulty Curve.” Your goal is to keep the player in a state of “Flow”—where the challenge perfectly matches their rising skill level, preventing both frustration and boredom.
- Cross-Department Synergy: You will act as the connective tissue between Art, Animation, and Programming. You will provide actionable feedback to animators on “hit-stop” and “telegraphing,” and work with programmers to ensure systems are performant and scalable.
- Rapid Prototyping: Using Unreal Engine 5 and Blueprints, you will rapidly iterate on new mechanics. You are expected to move beyond paper design and build “gray-box” proof-of-concepts to test the viability of new ideas.
Candidate Profile: What We Expect
We are looking for a designer who lives and breathes action games. You should have a deep psychological understanding of why players find certain combat loops “addictive” and others “clunky.”
Professional Requirements
- Proven Track Record: At least 2-3 years of professional experience in Game Design within the AA or AAA sector. You must have at least one shipped title on PC or Console, having participated in a full production cycle (from pre-production through to gold).
- Technical Mastery: Extensive hands-on experience with Unreal Engine 4 or 5. We require high proficiency in Blueprints visual scripting to ensure you can implement and tweak your designs independently.
- Design Philosophy: A sophisticated understanding of gameplay loops, combat pacing, and player psychology. You should be able to explain why a mechanic works, not just that it works.
- Tools & Pipeline: Proficiency with industry-standard project management and version control tools, specifically Jira and Perforce (P4V) or Git.
- Communication Mastery: Excellent interpersonal skills. You must be able to articulate complex, abstract ideas clearly in English (B2/C1 level) and remain open to constructive criticism and iterative feedback.
Bonus Points (The “Pro” Tier)
- Specific experience designing high-speed action games or FPP/TPP (First/Third Person) combat systems.
- Strong mathematical foundations for economy balancing, RPG stat scaling, and progression curves.
- Emerging Tech: Familiarity with integrating Large Language Models (LLMs) or generative AI into gameplay—such as dynamic NPC interactions or adaptive difficulty systems—is a significant advantage as we look toward the future of Project Swift.
The One More Level Culture & Benefits
We believe that the team is our greatest asset. Our culture is built on transparency, mutual respect, and a shared obsession with quality. We don’t just offer a job; we offer a long-term partnership where your growth is prioritized.
- Financial & Contractual Security: Whether you prefer a standard Contract of Employment (UoP) or the flexibility of B2B, we offer competitive rates and stable long-term cooperation.
- Professional Growth: We co-finance participation in major industry conferences and workshops (GDC, Gamescom, Digital Dragons), treating these as paid workdays.
- Health & Wellness: Comprehensive private medical care and co-financing for the Multisport card to keep you at the top of your game.
- Work-Life Balance: We offer a vacation subsidy to ensure you take the time to recharge.
- Language & Development: On-site or remote English classes to help you master technical documentation and international collaboration.
- Creative Freedom: We have a “no competition ban” policy, encouraging our artists and designers to remain engaged with the wider creative community.
How to Apply
If you are ready to help us shape the future of action gaming with Project Swift, please submit the following:
- Portfolio/Portfolio Link: Highlighting specific combat systems or mechanics you have designed and implemented (videos/GIFs are highly encouraged).
- Professional CV: Outlining your shipped titles and specific contributions to those projects.
- A Brief Note: Tell us about one combat mechanic in a recent game that you found flawed, and how you would have redesigned it.