Building a Career in Game Level Design: What Arc Raiders’ New Maps Reveal Employers Want
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Building a Career in Game Level Design: What Arc Raiders’ New Maps Reveal Employers Want

UUnknown
2026-02-22
9 min read
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Translate Arc Raiders' 2026 maps into portfolio-ready skills: show scale, play types, playtesting, and collaboration to get level design interviews.

Hook: Turn Arc Raiders' 2026 map rollout into a resume that gets interviews

Hiring managers complain your portfolio shows pretty screenshots but not how you solve scale, pacing, multiplayer flow, or cross-discipline collaboration. If you want to break into level design or level up your career in 2026, Embark Studios' announcement that Arc Raiders is shipping multiple new maps across a spectrum of sizes is a live case study you can use to prove the exact skills studios now prioritize.

Top takeaways — the skills recruiters want, distilled

Be concise about what employers will read first on your resume or portfolio. From Arc Raiders' 2026 roadmap a few clear demands emerge:

  • Scale fluency: design and ship maps from pocket-sized skirmish arenas to sprawling, multi-layered environments.
  • Play type versatility: support close-quarters combat, long-range engagements, traversal, objective play, and co-op encounters.
  • Data-driven iteration: use playtests, heatmaps, and telemetry to refine flow and balance.
  • Cross-discipline collaboration: integrate art, audio, VFX, narrative, and network engineering constraints early.
  • Technical optimization: LODs, occlusion, memory budgets and build pipelines for cloud and console targets.
  • Modern tool fluency: UE5/Unity, Houdini/Procedural tools, Perforce/Git LFS, and AI-assisted workflows introduced in 2025–26.

Why Arc Raiders' map strategy is a blueprint for your portfolio

Embark's design lead signaled new maps will vary from smaller-than-ever to even grander-than-current locales. That means designers will be hired to think not just about a single play pattern but a whole spectrum of experiences. Translate that into portfolio projects that show range rather than repeating the same mid-sized arena three times.

Practical framing for hiring managers

  • Employers want proof you can design for multiple match lengths, player densities, and pacing models—show it.
  • Multiplayer studios prefer designers who understand server and client constraints on map complexity; include a short technical appendix in every map case study.
  • Live-ops maps are often shipped as a service; show how you approach patchable content and iteration loops.

Portfolio recipe: 6 map pieces every level designer should build

Make a focused, scannable portfolio section titled "Map Design — 6 Demonstrations of Scale & Collaboration." Each entry should include: a playable build (or video), annotated diagrams, a design doc summary, playtest data, and a cross-discipline log.

  1. Small Skirmish Map (30–90 seconds encounters)
    • Objective: fast loop, tight sightlines, high-frequency decisions.
    • Deliverables: playable arena (bots allowed), annotated flow map (spawn points, cover flow, verticality), timing spreadsheet showing median engagement times.
    • Resume bullet example: "Designed and shipped a 90s skirmish arena with optimized spawn flow; reduced spawn-camping incidents by 40% in playtests." (Adjust numbers to real playtest results.)
  2. Mid-Scale Objective Map (3–8 minutes)
    • Objective: balanced lanes, contested objectives, tool-tips for roles (support vs. flanker).
    • Deliverables: layered map PDF, sightline diagrams, meta-play notes for 3 common loadouts, post-playtest heatmap annotation.
  3. Large Open Map / Grand Arena (10+ minutes)
    • Objective: long-range engagement, traversal systems, emergent objectives (events).
    • Deliverables: large navigation mesh snapshots, LOD/asset budget sheet, performance optimizations log (draw calls, streaming strategies).
  4. Traversal/Verticality Tech-Demo
    • Objective: demonstrate movement mechanics (jetpacks, grapple, climbing) integrated into map layout.
    • Deliverables: small playground map, video showcasing movement flow, designer commentary timed to show decision nodes.
  5. Co-op Encounter / PvE Map
    • Objective: AI wave pacing, encounter design, difficulty curves.
    • Deliverables: spawn and path diagrams for AI, encounter tuning table, iteration log showing changes after 3 playtest cycles.
  6. Optimization & Live Ops Case Study
    • Objective: show you can deliver content that meets memory and network budgets and supports live patches.
    • Deliverables: before/after performance metrics, list of engine-level features used (HLOD, Nanite/Lumen alternatives), changelog and patch notes demonstrating iterative fixes.

How to present each map on your resume and portfolio

Recruiters scan—make every word earn its place. Each portfolio entry should include a 1-line impact statement, a 2–3 bullet technical summary, and a 1-paragraph narrative focused on outcomes and collaboration.

Template: Portfolio entry structure

  1. Title + Role: e.g., "Stella Mini — Level Designer (Whitebox to Ship)"
  2. Impact One-liner: "Designed a 3-minute objective map that improved objective capture balance by iterative tuning."
  3. Deliverables: playable build, annotated PDFs, video walkthrough, playtest CSVs, commit log.
  4. Tools & Tech: Unreal Engine 5, Houdini for procedural props, Perforce, Realtime telemetry (custom), Blender, Wwise.
  5. Collaboration Log: 3 bullet points — art pass, audio integration, network constraints addressed.
  6. Playtest & Metrics: heatmap images + short interpretation (what you changed and why).

Resume-ready bullets and phrasing

Use the PAR framework (Problem — Action — Result). Keep verbs active and quantify when you can. Below are copy-ready bullets you can adapt.

  • Designed and shipped 3 multiplayer maps (small, medium, large) for playtests; delivered whitebox-to-art pipeline documentation adopted by the team.
  • Reduced average client frame-time by 18% on a large map through targeted LOD and occlusion culling passes.
  • Created playtest suite and telemetry dashboard; used heatmap analysis to rebalance three objective points and increase objective completion by X% (replace X with your data).
  • Led multidisciplinary sprints with audio, VFX, and narrative to iterate on a vertical traversal zone; produced design spec and art tickets in JIRA.

Collaboration examples that make hiring managers nod

Arc Raiders' maps highlight how level design is no longer solo concept art. Show explicit evidence of cross-discipline work:

Example collaboration artifacts

  • Art UV/Atlas agreement: A one-page doc showing how you negotiated prop reuse and atlas constraints to meet memory budgets.
  • Audio cue map: A layer showing placement of important sound cues (ambient, combat, objective) and how they guide players.
  • Sprint notes: JIRA sprint entries or a short changelog demonstrating iteration cadence and inter-team syncs.
  • Commit log snapshots: Perforce/Git history with clear messages showing your iterative steps from whitebox to polished map.

Playtesting: the concrete data studios expect in 2026

Games in 2026 put playtest telemetry first. Arc Raiders' variety of map sizes will be validated by live data, not gut feeling. Learn to ship playtest-ready builds and harvest these metrics:

  • Heatmaps (engagement, deaths, objective interactions)
  • Time-to-first-contact and median match duration
  • Traversal chokepoint queue times
  • Loadout success rates per zone
  • Frame times and network packet loss spikes tied to location

Playtest report template (quick)

  1. Test goal and hypothesis.
  2. Build version, platform, and test configuration.
  3. Key metrics collected and visualization (heatmaps, time series).
  4. Observed behavior vs expected behavior.
  5. Planned changes and priority (1–3).

Small, frequent iteration wins. Ship a whitebox playable and test in one week rather than polishing for a month and discovering the core flow fails.

Technical notes you should include in a map case study

Hiring leads will look for evidence you understand engine-level and delivery problems. Include a short technical appendix with these items:

  • Target platforms and how the map meets their budgets (terrain triangles, texture memory, audio channels)
  • Occlusion/visibility strategy and LOD thresholds
  • Navmesh and AI pathing constraints with sample node graphs
  • Network considerations for player density and authoritative systems
  • Tools used to prototype (Houdini Digital Assets, UE5 Blueprints, Unity Prefabs) and any AI-assisted generation steps

When talking to employers, pepper in current trends so you sound informed and future-ready:

  • AI-assisted layout & playtest agents: In-lab and cloud agents now help stress test maps before human playtests—show how you use them.
  • Maps-as-live-content: Expect frequent map patches; show how your design supports quick hotfixes and modular swaps.
  • Telemetry-first design: In 2025–26, studios use real-time dashboards—describe your data pipeline or demo a simple dashboard.
  • Cross-platform streaming: Optimization for cloud streaming and mobile-reduced detail modes is often required.
  • Accessibility and inclusive design: describe lighting, contrast, and navigation aids you implemented.

Small portfolio project to build this week — 1-week sprint

Follow this 7-day plan to create a portfolio-ready mini-map inspired by Arc Raiders' small-to-medium spectrum:

  1. Day 1: Choose a play type (skirmish, objective, traversal). Sketch flow and main decision points.
  2. Day 2: Whitebox the layout in UE or Unity; set spawn and objective nodes.
  3. Day 3: Add placeholder props, collision, and a basic navmesh.
  4. Day 4: Integrate simple bots or AI agents for scripted encounters.
  5. Day 5: Run 10 internal playtests; collect engagement heatmaps and median durations.
  6. Day 6: Iterate on choke points based on data; add audio cues and one art polish pass.
  7. Day 7: Prepare a short video walkthrough, annotated images, and a 1-page case study including a technical appendix.

Final checklist before you publish

  • Playable build or video hosted where recruiters can access it (WebGL/Windows build + video fallback).
  • Annotated images: flow map, sightlines, heatmaps.
  • Design doc summary and the playtest CSVs or screenshots of dashboards.
  • Resume bullets updated with concrete results from the project.
  • Collaboration log: short notes on who you worked with and what you delivered together.

Closing: Make Arc Raiders' map variety your competitive edge

Embark's decision to ship maps across a spectrum of sizes is a reminder for level designers: studios need flexible designers who can think in scale, support diverse play types, and collaborate across disciplines while shipping for modern platforms and live services. Use the portfolio pieces and resume templates above to make that capability obvious to recruiters in 2026.

Action steps (do these now)

  • Pick one map scale you haven’t shown before and build a playtest-ready whitebox this week.
  • Add a 1-paragraph technical appendix and a collaboration log to every portfolio entry.
  • Convert one playtest into a quantifiable bullet on your resume.

Ready for feedback? Submit one map case study or your resume for a focused review and we’ll show you exactly which bullets to rephrase, which metrics to include, and where to add a collaboration artifact that hiring teams actually read.

Call to action

Build the small-to-large map trio, harvest playtest data, and publish one airtight portfolio case this month. Then get a targeted resume review and portfolio critique to turn that work into interview invites. Start now—employers in 2026 are hiring designers who can prove scale, play type range, and real cross-team outcomes.

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#game-development#portfolio#resume
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2026-02-22T10:41:19.981Z