Lead Level Designer
Publicado en 2026-06-06
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Diseño y Arquitectura
Medios Digitales
Lingokids is on a mission to help families raise amazing kids through Playlearning†. Ready to join us on this exciting journey?
Lingokids is a global leader in educational technology, helping over 185 million families worldwide raise amazing kids through Playlearning†, our unique approach that blends education with play. Our mission is to empower children with modern learning experiences, combining educational subjects with essential life skills to help them grow into confident, conscious, and resilient lifelong learners.
Beyond our award-winning app, we've built a multi-platform educational universe, including our "Baby Bot" and "Baby Bot's Backyard Tales" shows, Podcasts, and Music Publishing. Our content, developed in collaboration with top education experts and Oxford Press University, ensures an engaging, high-quality learning experience in a safe, ad-free environment. This dedication to excellence has earned Lingokids multiple industry awards across app, podcast, and video categories, including Best Original Learning App by Kidscreen Awards
, National Parenting Product Awards by NAPPA Awards
, and Best Parenting Product by Good Housekeeping
, among many others!
As a Lead Level Designer you will build and run Level Design as an independent vertical team at Lingokids Studios
. Level Design at Lingokids is not what you might expect from a traditional games company. Our level designers sit at the intersection of game design, technical implementation, and production. They reskin games for major IP partners (Disney and beyond), support localization at scale, contribute to template development, and increasingly drive initiatives that shape how we produce content across the entire studio.
You would report directly to the Studios Director and manage a team of about 12 people. If you want to be part of a team that's redefining the future of education, we would love to hear from you!
What you’ll doTeam Leadership & Development- Develop Level Design into a properly structured vertical team with clear roles, growth paths, and accountability.
- Manage and develop seniors, juniors, and interns – including a mix of remote and in‑office team members (Madrid office).
- Create a culture where level designers proactively contribute to game quality.
- Alongside engineering, QA and production, act as the connective tissue between Scale and Innovation.
- Ensure learnings from reskin production feed back into template design decisions early. Represent LD perspective in template development from day one.
- Coordinate with Game Developers and Game Designers to position LD as a strategic partner, not a downstream service team.
- Oversee the production of game instances across IP partners, meeting quality bars set by partners like Disney.
- Drive efficiency: understand production costs per template, identify which templates offer the best scalability for specific audiences and IPs.
- Support Production in instance planning and conceptualization – level designers have the deepest knowledge of what each template can and can’t do.
- Data‑backed suggestions to improve existing templates that would increase gameplay depth and scalability.
- Analyze performance data and translate those insights into clear, actionable strategic decisions for the team.
- Own LD’s role in localization. Work with the Sr Level Designer (Localization) to build scalable processes and leverage AI tooling to reduce manual effort.
- Ensure localization work doesn’t create a talent vacuum in other areas – staff and plan accordingly.
- Push for structured LD involvement in the final phases of template development (asset integration, parametrization, visual polish).
- Define where LD adds value vs. where it overlaps with Game Development, and draw clear lines.
- Own post‑launch template support: bug fixing, parameter tuning, IP‑specific adaptations – freeing programmer capacity for higher‑leverage work.
- Identify and champion new ways LD can add value – whether that’s tooling, process improvements, or expanding the team’s design influence.
- 10 years in level design or a…
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