World Building
World building means designing a coherent game world: regions, how they connect, and the logic that holds them together.
As a skill, world building covers the macro layout of a game world — areas, landmarks, routes and the way players orient themselves — alongside the internal consistency that makes a place feel inhabited: who lives there, what the terrain implies, why a road goes where it goes.
In practice it is done in an editor with design documents next to it. Postings pair it with level design, environment art and often narrative, because a world is only believable when layout, art and fiction agree. Streaming and performance set the hard limits on how large and dense an area can be.
World building appears in world designer, level designer, environment artist and narrative roles. The common denominator is responsibility for the whole rather than for one room: the skill is judged by whether a player can find their way and still be surprised.
Where these positions are: Munich (3 positions), Annecy (2 positions), Montpellier (2 positions), Bucharest (1 position), Malmo (1 position), Paris (1 position), Prague (1 position), Warsaw (1 position)
Open positions for World Building (13)
Design Director, World Systems
Lead Level Design (F/M/NB) [AAA Project]
Lead Level Artist (F/M/NB) [AAA Project]
Lead Character Artist [Tom Clancy's The Division 2]
Lead Level Designer - BGE2 - (H/F/NB)
Lead Level Designer - BGE2 - (M/F/NB)
Prompt Specialist (M/W/NB)
Render Programmer [Snowdrop]
2D Generalist Artist - Midcore Games
Unreal Environment Artist (m/f/d)
