LowLit Studios was founded last year in October, and from the beginning our goal has been to establish a hardworking and goal oriented company that develops ambitious games that defy conventional storytelling and lead the player to their own conclusions. Our first title, in planning stages since June of 2013, is our attempt at making a strong story focused first person title that bears resemblances to Arkane Studios’ Dishonored and Irrational Games’ Bioshock, as well as Looking Glass Studios games Thief and System Shock 2. These worlds tell their own stories: Dunwall, Rapture and the Von Braun all represented strides towards a bold new direction in the industry. Some have taken the torch and brought out new and exciting additions to the classic formula of the first person story. Our story is dark, metaphorically inclined and more in line with the non linear thought processes of movies and literature than most games of recent memory. Players engage 1974 as Marcus Talbot, a single 25 year old who is recently orphaned after his mother Lisbeth dies of cancer. His father, George, a once wealthy business owner, was murdered in his own home, and his brother Bryan disappeared shortly after departing for the Vietnam War eleven years prior. All that he has left now is the memories of their time at the beach caves near Langford where Marcus calls home, so he journeys to the place he remembers most fondly, and after a fatal mistake lands him deep under the surface of the ground, he seeks a way out and finds his way to a lost world forgotten by time, a sunken forest where the earth has reclaimed all things man made. This is the Preble Plantation, where a serial killer named “The Artist” awaits his arrival. We want to flesh out this world without sacrifices; as such, we need a lead level designer who will be involved with us for the right reasons. Our engine of choice is Unreal Engine 4 for its power, ease of use and support. Familiarity with UDK or UE4 is a must, and modeling experience, especially natural elements such as terrain, trees, vegetation and rock is the ideal skill set we are looking for. We are not paid to do this, and chances are until we release this game, we never will be. We are all here for creative and passionate work. This work is no guarantee for success in the industry, but it is a guarantee to have a spot on our team. We want to make games beyond this, pushing the envelope with each release. Please contact us if you feel this position is for you.