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RemoteOK

Graphic Designer

DOSEDRemote / Globalremote

Job Description

Full-Time<br><br><ul><li> RemotePay discussed on callApply now↓<br><br></li></ul>You'll design Instagram + LinkedIn carousels, ad creatives, and brand visuals for two brands — DOSED (D2C) and Merkle Labs (B2B).<br><br>If you can name 3 D2C brands whose carousel game you respect — and explain why — this is your role.<br><br>01<br><br>№ 01<br><br>What You'll Do<br><br><ul><li>Ship 3–5 carousels a week (Instagram + LinkedIn)</li><li>Design ad creatives that perform — we measure CTR and conversions, not just likes</li><li>Build out brand visual systems we can scale (templates that don't look like templates)</li><li>Work directly with the founders and content team — fast feedback loops, fast iteration<br><br></li></ul>02<br><br>№ 02<br><br>Who This Is For<br><br><ul><li>You've designed for D2C / consumer brands before</li><li>You can ship a 10-slide carousel in under 6 hours</li><li>You know what makes a carousel get saved vs scrolled past</li><li>You design with engagement metrics in mind, not just aesthetics</li><li>You have a portfolio with real performance numbers<br><br></li></ul>03<br><br>№ 03<br><br>Who This Is NOT For<br><br><ul><li>Pure UI/UX designers (different muscle)</li><li>Print designers transitioning to digital</li><li>Anyone whose portfolio is mostly logo design</li><li>Designers who can't take fast, direct feedback<br><br></li></ul>04<br><br>№ 04<br><br><strong>Requirements<br><br></strong><ul><li>Figma + Photoshop minimum. Bonus: After Effects for motion carousels.</li><li>Remote — work from anywhere in India</li><li>Real portfolio with engagement numbers (no portfolio = no reply)<br><br></li></ul>how you'll be measured<br><br>Saves.<br><br>CTR.<br><br>Speed.<br><br>Send your 5 best carousels (with engagement numbers if you have them) and tell us your typical turnaround for a 10-slide carousel.<br><br>your move<br><br>Apply.<br><br>Fill this in. We read everything. If your portfolio shows you can scale a page, we'll be in touch on WhatsApp.<br><br>01Full name*<br><br>02WhatsApp number*<br><br>+91<br><br>03Portfolio link (Behance / Dribbble / Personal site / Notion)*<br><br>04Drop your 5 best Instagram or LinkedIn carousels (links)*<br><br>Paste 5 direct links — one per line. Engagement numbers welcome.<br><br>0/4 ready<br/><br/>Please mention the word **DURABLE** and tag RMjA4Ljc3LjI0NC43Ng== when applying to show you read the job post completely (#RMjA4Ljc3LjI0NC43Ng==). This is a beta feature to avoid spam applicants. Companies can search these words to find applicants that read this and see they're human.

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This role focuses on designing levels, encounters, and environments that create satisfying combat opportunities, reward exploration, and support a wide variety of player builds and abilities.</p> <p>You'll work closely with systems design, combat design, art, narrative, audio, and engineering to create spaces that complement the game's core combat systems while providing strong pacing, readability, and a sense of discovery. The role involves collaborating with leadership to align content with the overall creative vision while owning levels end-to-end, from initial layout and blockout through implementation, iteration, and polish. As a senior designer, you'll be expected to independently solve complex level design problems, provide strong design judgment, and help establish a high quality bar for playable content across the game.</p> <p></p>\n<p></p><p><br></p><b>Responsibilities</b><div> <ul> <li> <p>Collaborate with combat, systems, narrative, art, engineering, audio, and production to create levels that support the established creative vision and core gameplay pillars</p> </li> <li> <p>Own levels end-to-end, including layouts, blockouts, combat spaces, encounters, traversal, exploration, pacing, and player flow</p> </li> <li> <p>Design engaging combat spaces that support varied enemies, character builds, abilities, positioning, and different approaches to combat</p> </li> <li> <p>Create rewarding exploration through optional paths, secrets, environmental storytelling, and meaningful rewards while maintaining clear navigation and progression</p> </li> <li> <p>Script and implement gameplay events, encounters, objectives, triggers, and environmental interactions directly in engine</p> </li> <li> <p>Test, debug, and iterate on levels using playtest feedback to improve combat flow, difficulty, pacing, readability, and replayability</p> </li> </ul> </div><p><br></p><b>Requirements</b><div> <ul> <li> <p>A minimum of 8 years of game development experience, with significant experience designing and implementing levels for action, RPG, or combat focused games</p> </li> <li> <p>Experience shipping multiple titles, including at least one in a senior or equivalent level design role</p> </li> <li> <p>Proven ability to independently own complex levels from initial concept and blockout through implementation, iteration, and final polish</p> </li> <li> <p>Strong understanding of action RPG level design, including combat spaces, encounter pacing, exploration, progression, player guidance, and replayability</p> </li> <li> <p>Strong hands-on experience with level editing, gameplay scripting, and in-engine implementation, with the ability to prototype, debug, and iterate quickly</p> </li> <li> <p>Strong design judgment, communication, and collaboration skills, with the ability to balance gameplay quality, creative goals, technical constraints, and production realities</p> </li> </ul> </div><p><br></p><b>Pluses</b><div> <ul> <li> <p>Passion for action RPGs centered on combat, character builds, loot, progression, and exploration</p> </li> <li> <p>Experience designing levels for an isometric or elevated gameplay camera, with an understanding of its impact on combat readability, navigation, and composition</p> </li> <li> <p>Experience creating replayable content that supports different character builds, abilities, difficulty levels, or repeated playthroughs</p> </li> <li> <p>Appreciation for systemic combat and how level geometry, enemy composition, hazards, and interactive elements combine to create varied encounters</p> </li> <li> <p>Experience designing dungeons, interconnected environments, procedural or modular level content, or other repeatable gameplay spaces</p> </li> <li> <p>Strong instincts for environmental storytelling, gameplay readability, polish, and identifying opportunities to improve the player experience through iteration</p> </li> </ul> </div><p><br></p><p></p>\n<div>$115,000 - $149,500 a year</div>\n<br/><br/>Please mention the word **PERSONAGES** and tag RMjA4Ljc3LjI0NC43Ng== when applying to show you read the job post completely (#RMjA4Ljc3LjI0NC43Ng==). This is a beta feature to avoid spam applicants. Companies can search these words to find applicants that read this and see they're human.

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