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I’m building a modern-setting tactical shooter and I want each mission to feel tight, readable, and constantly engaging before any art pass begins. To get there, I need a seasoned level designer to run a full greybox pass on a small set of maps (currently four, with room to grow). Here’s what I’ll put in your hands on day one: • a full mechanic sheet (movement, weapons, enemy archetypes, gadgets) • mission beats and narrative goals for each level • existing whiteboard sketches and rough designer-made layouts Your job is to transform that material into fully playable greyboxed scenes that I can drop straight into the engine, run test sessions, and later hand off to the art team without fear of major rework. Deliverables • Clean, engine-ready blockouts that communicate cover, sight-lines, traversal routes, and objective locations • A concise player-flow document per level outlining pace, encounter rhythm, and intended emotional high points • Difficulty tuning notes: spawn counts, AI behaviors, and resource placement scaled for Easy / Normal / Hard • Short video walkthrough (or annotated screenshots) highlighting designer intent and explaining critical metrics such as time-to-combat, average exposure, and fallback options Acceptance Criteria 1. Each level can be completed, from spawn to extraction, with no dead-ends or blocker bugs. 2. Combat spaces must support multiple tactical approaches—aggressive, flanking, stealthy—without breaking pacing. 3. Greybox geometry is simple, clearly color-coded, and snapped to grid for quick replacement by the art team. We’re aiming for that sweet spot where the player feels empowered to plan but pressured to act, so encounter design should reward intelligent use of cover, sound cues, and limited resources rather than pure reflex shooting. If you’re comfortable iterating inside Unreal Engine or Unity (I can supply either project), and you’ve shipped or prototyped tactical shooters before, let’s talk—I’m ready to share the build and get these maps battle-tested.
Project ID: 40688587
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43 freelancers are bidding on average $363 USD for this job

Having spent over a decade as a seasoned designer, I understand the intricate requirements of level design and player experience, which aligns precisely with what you're seeking for your tactical shooter game. My proficiency in 3D greyboxing and Unreal Engine or Unity utilization ensures I'm not just up to speed with your preferences but ensures the final product is more than just visually engaging; it's also optimized for smooth, immersive play. With me on board, you won't have to worry about tedious rework before handing off to the art team. My approach starts with fully understanding your mechanics, mission beats, and narrative goals to craft greyboxed scenes that not only communicate cover, sight-lines, traversal routes but also maintain the intended emotional high points via powerful player-flow that encapsulates the pacing and encounter rhythm.
$255 USD in 2 days
8.0
8.0

As a seasoned creative designer, animator, and web developer with a distinct passion for game designing and 3D modeling, I believe I'm the perfect fit for your tactical shooter project. My deep-rooted understanding and expertise in level design, game mechanics, as well as the Unreal Engine and Unity platforms, will allow me to complete a speculative greybox pass on your maps without fear of major rework. Additionally, my strong comprehension and experience in ensuring player engagement and pacing are met will bring about heightened gameplay experience. Moreover, the ability to communicate effectively through precise designs is one of my strongest assets. This would be crucial in delivering clean, engine-ready blockouts that explicitly convey cover positions, sight-lines, traversal routes, and objective locations. Your acceptance criteria tied closely with my core skills of simplicity, clarity, time-constrained planning and execution—proven through numerous engineering-related projects I completed will equate to remarkable results for your mission or level design project. Lastly, with a track record of delivering creative solutions that distinctly align with clients' needs and expectations within projected timelines and budgets, you can rely on my commitment to both professionalism and creativity. Let's build something impressive together!
$260 USD in 1 day
7.5
7.5

Greetings, I saw your project Shooter Level Blockout & Pacing and it immediately caught my interest. I’ve worked on a wide range of projects in Illustrator, Game Design, Level Design, Unity, Animation, Unreal Engine, Illustration and Graphic Design, and I’d love to collaborate with you on this one. What I bring to the table: ✅ 8 years of proven design expertise ✅ High-quality, original concepts tailored to your brand ✅ Fast delivery (most tasks within 24 hours) ✅ Clear communication and 24/7 availability ✅ Continued support after project completion ✅ 100% satisfaction guarantee before final payment Check out my portfolio here: https://www.freelancer.com/u/digidzn What I bring: creativity, clear communication, and designs that reflect your vision. Your Sincerely. Roshan
$250 USD in 1 day
6.5
6.5

Understanding: You’re building a modern-timed tactical shooter and need four maps with a tight, readable greybox flow that can drop into Unity or Unreal without major rework. I’ll translate your mechanic sheet, beats, and rough layouts into ready-to-run greybox scenes. Solution: - Translate movement, weapons, enemy archetypes, and gadgets into engine-ready greybox blockouts with clear cover, sightlines, and traversal routes (Unity-friendly terminology). - Produce per-level player-flow docs detailing pace, encounter rhythm, and emotional peaks, with color-coded markings and typography-focused cues (Graphic Design) plus basic traversal animation cues to feed Animation pipelines. - Provide difficulty tuning notes across Easy/Normal/Hard (spawn counts, AI behaviors, resource placement). - Create a concise walkthrough video or annotated screenshots showing designer intent and critical metrics like time-to-combat and average exposure. Deliverables: - Engine-ready, colour-coded, grid-snapped greybox geometry and layout markers. - Per-level player-flow documents with pacing cues and target encounter rhythms. - Difficulty tuning notes for three difficulties. - Video walkthrough or annotated screenshots. Budget + timeline: - Budget: 0 (Manual Override). Timeline: 2-3 weeks for four maps, with review cycles. Portfolio: https://www.freelancer.com/u/zarminagull189 Closing: I’m ready to iterate inside Unity or Unreal and hand off cleanly to the art team. Let’s lock in the flow quickly
$550 USD in 7 days
5.9
5.9

Hey there! I am ready to help you with Shooter Level Blockout & Pacing, as per your requirements. I’m a Lead Graphic Designer with solid experience in Graphic Design, Game Design, Illustrator, Animation, Illustration, Unreal Engine, Unity, Level Design. Review my Profile for review and portfolio: • https://www.freelancer.com/u/Kiranshaikh2388 I’d love to discuss more about your project, Lets hop up for quick discussion? Best, Kiran Shaikh
$250 USD in 3 days
6.2
6.2

Hello, I hope you're doing well. I design greyboxed tactical shooter levels in Unreal Engine and Unity, focusing on readable flow, cover, sight-lines, and encounter pacing. I can turn your sketches into grid-snapped playable maps, then test flanking, stealth, fallback routes, and resource pressure. Could we review one mission’s mechanics and target engine on Freelancer.com before locking the blockout approach? Thank you, Deal Victor Infotech
$250 USD in 4 days
6.6
6.6

Hello, I reviewed the requirements, and the core challenge is building greybox levels where sightlines, cover, traversal, encounter pacing, and tactical choices work together before any detailed art is introduced. I would translate the existing layouts and mission beats into clean engine ready blockouts, then test player flow, combat exposure, flanking routes, fallback positions, AI encounters, and resource placement across the intended difficulty levels. I have worked on similar Unreal Engine and Unity level design, greyboxing, and gameplay prototyping projects and can share relevant examples once we connect in chat. Also a quick question, are the four maps intended to share a common combat scale and encounter vocabulary, or should each level introduce a distinct tactical rhythm? Best Regards, Muskan
$250 USD in 1 day
5.1
5.1

Hi, Aashiq here from Cape Town, South Africa. This project instantly caught my eye, so I had to reach out. I see you are looking for a seasoned level designer to create greyboxed scenes for your tactical shooter. The focus on delivering clean, engine-ready blockouts while ensuring engaging gameplay really resonates with me. I have extensive experience in level design, particularly in tactical shooters, where I’ve helped teams create immersive environments that enhance player engagement. I can confidently deliver the results you want and would be happy to share samples of my past projects. Based on what you mentioned, here is how we would approach the project: - Transform your mechanic sheets and layouts into playable greybox maps. - Create concise player-flow documents for pacing and encounter rhythm. - Provide difficulty tuning notes tailored to various levels of play. - Deliver a video walkthrough or annotated screenshots to explain design intent. You can expect clear communication from me throughout the process, ensuring a seamless, user-focused solution optimized for performance. Best Regards, Aashiq
$700 USD in 14 days
4.6
4.6

I understand you're looking for a greybox pass that ensures tight, readable, and engaging missions for your tactical shooter, mirroring the focus on player experience I've brought to previous Game Design projects. My approach prioritizes translating your core mechanics and narrative goals into compelling playable spaces from the outset. I will utilize the provided mechanic sheet, mission beats, and existing layouts to construct fully playable greyboxed scenes. My process involves iterating on blockout geometry to establish clear sightlines, cover dynamics, and choke points that directly support your intended pacing and tactical engagements. I will focus on defining player flow and encounter spaces, ensuring the core gameplay loop is fun and understandable before any art assets are introduced. To ensure alignment, could you clarify the expected level of enemy AI integration during this greyboxing phase? Also, what are the primary metrics you'll be using to evaluate pacing and readability? I'm eager to discuss how my Game Design expertise can contribute to your project's success.
$517 USD in 21 days
4.4
4.4

Hello, The greybox stage is where tactical decisions, encounter pacing, and player flow should be proven before detailed art makes changes expensive. I can turn your mechanic sheet, mission beats, sketches, and existing layouts into playable Unreal Engine or Unity blockouts with clear cover, sight lines, traversal routes, objectives, and fallback options. For each of the four maps, I’ll focus on making aggressive, flanking, and stealth approaches viable while tuning encounter rhythm, exposure, spawns, AI behavior, and resource placement across Easy, Normal, and Hard. I can also document the intended player flow and provide annotated walkthroughs explaining key design decisions and metrics. Could you share the current build and let me know which engine the project is using so I can review the existing layouts first?
$250 USD in 1 day
4.4
4.4

Hello, I reviewed your project requirements Shooter Level Blockout & Pacing and I am confident that I can deliver high-quality results that match your vision. I am a Professional Graphic Designer & AI Video Creator with 15+ years of experience in creating visually engaging designs, cinematic AI videos, branding materials, social media content, YouTube assets, and marketing creatives. ✅ High-Quality & Professional Work ✅ Fast Turnaround Time ✅ Unlimited Revisions Until Satisfaction ✅ Clear Communication Throughout the Project ✅ 100% Original & Creative Designs My goal is not just to complete the project, but to create something that helps you stand out and achieve the desired results. You can view my portfolio here: https://www.freelancer.in/u/rahuldograarts I would be happy to discuss your project in detail and start immediately. Looking forward to working with you. Best Regards, Rahul D. Graphic Designer | AI Video Creator
$250 USD in 1 day
3.9
3.9

The goal of creating tight, engaging missions for your tactical shooter is clear. Transforming your sketches and mechanics into playable greybox levels requires a focus on pacing and player experience. I appreciate the need for clean blockouts that allow for testing and ease of transition to the art team. Ensuring that players feel empowered to plan their actions while under pressure will require careful attention to encounter design. In my previous projects, I have worked on level designs that balance tactical approaches with player engagement. My process involves creating intuitive layouts that reflect the narrative beats and mechanics you’ve outlined. I can develop the necessary player-flow documents and difficulty tuning notes to ensure each level meets your acceptance criteria. The inclusion of a video walkthrough or annotated screenshots will provide clarity on designer intent and metrics. Portfolio Link: https://www.freelancer.com/u/thekodecipher?w=f I would appreciate the opportunity to discuss your project further and finalize the details. Let's ensure we create an engaging experience for players. Best Regards, Kode Cipher.
$250 USD in 1 day
3.4
3.4

Hello, As a result of a detailed review of your requirements, I fully understand that you need four tactical-shooter maps taken from rough layouts and mission beats through a complete, testable greybox pass before committing to art. I have experience with Unreal Engine/Unity, level design, gameplay prototyping, encounter design, AI placement, and iterative playtesting. In my opinion, the key challenge is balancing tactical freedom with controlled pacing. I would greybox each mission around measurable combat spaces—cover density, sight-lines, engagement ranges, traversal time, flank routes, chokepoints, fallback positions, and time-to-combat—while keeping geometry grid-snapped and easy for the art team to replace. Each map would be tested spawn-to-extraction for aggressive, stealth, and flanking routes. I’ll also provide player-flow documentation, Easy/Normal/Hard tuning for AI/resources, and annotated walkthroughs explaining encounter intent and critical metrics. I have two quick questions: • Which engine/project would you prefer me to work in, Unreal or Unity? • Are the four missions primarily linear, hub-based, or open tactical spaces? I’m available to start immediately. Best regards, Carlos.
$250 USD in 10 days
4.5
4.5

This is a **specialized game-design/level-design project** rather than a typical software-development job. If you have real Unreal/Unity level-design experience, it’s worth bidding; otherwise, I’d avoid claiming shipped tactical-shooter experience you don’t have. Hi, I can turn your existing mechanics, mission beats, and rough layouts into **playable, engine-ready greybox levels** focused on tactical flow and pacing. I’ll build clear combat spaces with cover, sight-lines, traversal routes, objectives, flanking and stealth options, while tuning encounters, spawns, resources, and difficulty across Easy/Normal/Hard. For each level, I’ll provide the greybox, player-flow/pacing notes, difficulty-tuning notes, and an annotated walkthrough showing key design decisions and metrics. I’ll keep the geometry clean, grid-aligned, and easy for the art team to replace later, with iteration based on playtesting. I’m ready to review the supplied project and start with the first map.
$250 USD in 2 days
3.4
3.4

Hello sir, Did go through your job description and glad to share that I have enormous experience in working with Shooter Level Blockout & Pacing I'm a seasoned programmer and Engineer with quality experience in Flutter, React, Node.JS, SpringBoot, Frontend and Backend Development, Python, Matlab, R studio, C, C++, C#, OpenCV, OpenGL, Tesseract OCR, google vision, Statisticaal programming/R progamming data analysis Computing for Data Analysis Time Series & Econometric, Machine learning, AI, Deep learning, Matlab and Mathematica, 3D modeling, CAD/CAM,AutoCAD, 2D, Architectural Engineering, SolidWorks, Unity 3D, AutoCAD, 2D drawing, 2D draftingPCB, Electronics, Arduino, Embedded Systems Automation, Embedded and Firmware , IOT, Electrical/Mechanical Engineering I am a TOP Rated Freelancer, and you can check my reviews here as well: https://www.freelancer.com/u/mzdesmag. Looking forward to potentially working together on this project. Thanks and Best regards, Adekunle.
$250 USD in 7 days
3.2
3.2

Hi, I’m Manish Saini from PrimePixel. I can turn your mission briefs, mechanic sheets, and rough layouts into clean, fully playable greybox levels with strong cover logic, sight-lines, traversal, objective placement, and multiple tactical routes. My team can work in Unreal Engine or Unity and structure each map for clear pacing, encounter rhythm, difficulty scaling, and smooth handoff to the art team, including flow notes and annotated walkthroughs. I’d be happy to share relevant game/3D environment work and help iterate the four maps into battle-tested tactical spaces before the art pass.
$400 USD in 3 days
2.9
2.9

LEVEL DESIGN IS ALL ABOUT ENGAGEMENT AND FLOW I'd love to help shape your tactical shooter into a gripping experience. My background includes extensive work in level design for shooters, focusing on pacing and player engagement. How do you envision the narrative goals influencing the level layouts? What kind of feedback are you looking for during the test sessions? Connecting on this project could lead to some great insights, and the worst case is a free consultation to explore ideas together. Regards, Johan
$250 USD in 14 days
2.5
2.5

Hi, Your project for building a modern-setting tactical shooter sounds engaging. The need for tight, readable missions that maintain player engagement from start to finish is clear. I would like to know more about the specific mechanics you envision for player interactions. Understanding how you want to balance pacing and encounter design will help shape the blockouts effectively. In previous projects, I have created greybox levels that effectively communicate cover and traversal options while addressing pacing and player flow. My approach focuses on iterative design, ensuring that each level supports multiple strategies, whether aggressive or stealthy. I am familiar with both Unreal Engine and Unity, so I can easily adapt to the workflow you prefer. Portfolio Link: https://www.freelancer.com/u/jamesr909?w=f Let’s discuss the details further, including your timeline and any specific challenges you foresee. I'm ready to collaborate on making these maps ready for testing. Best Regards, James W.
$250 USD in 3 days
1.7
1.7

Hi, I like this project because good tactical levels should create pressure through positioning and decisions, not just fill rooms with enemies. I’d greybox each map in Unreal or Unity around clear sight-lines, cover, alternate routes, fallback positions and objective flow, then playtest pacing and adjust encounter density, exposure and resources for each difficulty. I’ve worked on FPS level layouts and gameplay spaces where readability, combat flow and performance were priorities, with clean grid-snapped blockouts ready for art handoff. A quick win is testing the first combat space immediately with multiple approaches before expanding the full map. Are you using Unreal or Unity for the current prototype, and do you already have player movement/weapon metrics I should design around?
$500 USD in 7 days
0.0
0.0

Transforming your mechanics sheet and narrative goals into dynamic greybox levels will be crucial for achieving that tight, engaging gameplay experience. Focusing on clean, engine-ready blockouts will ensure your team can seamlessly transition into the art phase while maintaining the integrity of player flow. I recommend incorporating a concise player-flow document to clarify pacing and emotional beats, which will enhance player engagement. Additionally, detailed difficulty tuning notes will allow for a smoother experience across various skill levels, ensuring each encounter remains compelling. What are your thoughts on the specific pacing and encounter rhythm you envision for the initial levels? Best Regards, Francois
$350 USD in 7 days
0.0
0.0

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