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Job opportunity

Team Lead Level Designer

Massive

Toronto, Ontario 90.000 - 120.000
As a

Team Lead Level Designer

on

Splinter Cell Remake

at Ubisoft Toronto, you will support the Project Lead and Production Manager in ensuring

level design quality ,

clear direction , and

on-time delivery . You will guide and coach level designers, help establish and reinforce strong design standards, and balance creative vision with practical production planning while contributing directly to development when needed.
What you’ll do
Define, communicate, and uphold level design quality standards

by identifying successful patterns and examples that create strong player experiences
Coach and mentor level designers

by explaining why design solutions work, encouraging understanding rather than replication
Promote knowledge sharing

within the team through clear instructions, constructive feedback, and shared best practices
Plan, prioritize, assign, and track tasks

while supporting realistic

time estimates

based on individual strengths and execution needs
Balance creative goals with production constraints

to support reliable planning and delivery
Review individual work

and provide actionable feedback before presenting content to core leadership
Partner closely with production

to identify risks early, raise concerns clearly, and support problem-solving
Represent the level design team

in discussions with project leadership and other disciplines
Coordinate bug fixing and polish efforts

related to level design content
Support onboarding and hiring efforts

to help maintain team cohesion and effectiveness
Qualifications
What you bring to the team
Strong collaboration and communication skills , with confidence engaging across disciplines
People leadership experience , including coaching designers with varied experience levels
Clear design judgment

and a structured, rational approach to level design decision-making
Planning and estimation skills

that support predictable production outcomes
Ability to provide thoughtful feedback and evaluations

that help others grow
Adaptability and openness

when guiding designers through new constraints or design approaches
Knowledge of real-time constraints ,

3D engines , and

level editing tools
Experience with production tracking tools

such as

JIRA ,

Perforce , or similar systems
Nice to have:
Experience working on

third-person camera games

or titles with

slower-paced, investigative gameplay

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