Breaking into Game Level Design: Lessons from Arc Raiders’ Map Strategy
Use Arc Raiders’ 2026 map roadmap to build a level design portfolio that shows small, medium, and large maps recruiters want.
Hook: Recruiters ignore vague portfolios — here’s how Arc Raiders’ new maps give you a roadmap
Struggling to land entry-level game jobs because your level design portfolio looks the same across projects? You’re not alone. Recruiters in 2026 want clear evidence you can design for different map sizes, gameplay loops, and technical constraints — not just pretty screenshots. Embark Studios’ recent announcement that Arc Raiders will get “multiple maps” in 2026, ranging from smaller arenas to grander, larger maps, is a practical lens for building those exact skills employers hire for.
Why Arc Raiders’ 2026 map strategy matters for entry-level designers
Embark’s design lead Virgil Watkins told GamesRadar the studio plans maps “across a spectrum of size to try to facilitate different types of gameplay.” That means one studio is signaling the same thing dozens of studios already expect: the ability to design across scales matters.
“There are going to be multiple maps coming this year… some of them may be smaller than any currently in the game, while others may be even grander than what we’ve got now.” — Virgil Watkins (GamesRadar, 2026)
That quote translates directly into hiring criteria. Studios need level designers who can:
- Craft tight, high-intensity arenas for short play loops.
- Design medium maps that support objectives and tactical decisions.
- Scale to large, exploratory environments with pacing and traversal concerns.
Use Arc Raiders’ roadmap as a template to build a diversified portfolio that proves you can work at each scale and support multiple gameplay types.
What recruiters actually look for in a level design portfolio (2026 edition)
Hiring managers and recruiters have shifted their checklist in the last 18 months. For entry-level roles they now prioritize demonstrable outcomes and process over raw asset quality alone.
- Gameplay variety: Evidence you can design combat arenas, traversal challenges, co-op objectives, and social spaces.
- Map scale fluency: Projects showing small, medium, and large maps with different pacing and loop lengths.
- Documentation: Clear case studies that explain goals, constraints, tools, and iteration cycles.
- Playtesting & metrics: Heatmaps, playtest notes, and quick telemetry demonstrating iteration based on data.
- Technical awareness: Considerations for performance, culling, streaming, and lighting in modern engines like Unreal and Unity.
- Team communication: Evidence you can collaborate with artists, scripters, and producers — even in student teams or game jams.
Blueprint: Build a portfolio that mirrors Arc Raiders’ map spectrum
Design three portfolio projects that explicitly target different map sizes. Each project should be a complete case study you can link in applications and resume entries.
1) Small map — 2–6 minute loop (Arena)
Purpose: Show tight decision-making and moment-to-moment gameplay.
- Example project: 100–200 meter arena designed for 4v4 or co-op skirmish.
- Gameplay focus: sightlines, cover, weapon spawns, fast respawn flow.
- Deliverables: Playable build (WebGL or Windows exe), 2-minute highlight walk-through video, annotated top-down map, one-page design spec.
- Key metrics: average match length, choke points visits, spawn kill rate.
2) Medium map — 10–20 minute loop (Objective & Tactical)
Purpose: Demonstrate pacing and layered objectives.
- Example project: multi-node map with capture points, flank routes, and a central contested area.
- Gameplay focus: decision trees, flow control, risk vs reward, player choice.
- Deliverables: Packaged level, 5–8 minute playthrough video with commentary, annotated flow diagrams, playtest heatmap.
- Key metrics: objective capture times, average path use, player retention through phases.
3) Large map — 25+ minute loop (Exploration & Pacing)
Purpose: Prove you can handle traversal, level streaming, and content distribution.
- Example project: open zone with hubs, long traversal routes, emergent encounters, and multi-stage objectives.
- Gameplay focus: pacing, verticality, resource placement, environmental storytelling.
- Deliverables: Playable prototype (with simplified assets if needed), segmented video walkthroughs, level-of-detail and streaming notes, performance optimizations log.
- Key metrics: traversal time distributions, encounter density, framerate under target settings.
Project choices that show gameplay variety
Recruiters love to see you can pivot. Use these project modifiers to ensure each map demonstrates different gameplay systems.
- Combat-centric vs. puzzle traversal
- Competitive vs. cooperative objectives
- Vertical gameplay vs. horizontal, open vs. linear
- Procedural components vs. handcrafted setpieces
- Accessibility and UX-focused design (in 2026, inclusivity is table stakes)
How to document each map: the design case study template
Every portfolio project should have a case study that follows the same structure so recruiters can scan quickly.
- Project Snapshot — Title, tools used, your role, time spent.
- Design Goals — One-sentence goal and KPIs (e.g., 4–6 min match length).
- Constraints — Team size, asset limits, engine, platform targets.
- High-Level Flow — Top-down map, phases, expected player choices.
- Iteration Log — 2–4 key iterations with before/after images and rationale.
- Playtest Evidence — Heatmaps, quotes, numbers that drove changes.
- Technical Notes — Streaming, LOD strategy, collision compromises, performance results.
- Lessons & Next Steps — What you learned and how you would scale it.
Showcasing maps: formats recruiters actually open
Not all recruiters will run your build. Provide both lightweight and deep-dive assets.
- Must-haves: Short walkthrough video (2–8 min), annotated stills, downloadable build link.
- Nice-to-haves: WebGL demo, GitHub repo with level files (if NDA-free), Unreal/Unity scene package, playtest heatmaps.
- Documentation: One-page PDF summary and a full case study page on your site or Notion.
Label everything clearly. Put the most important artifacts first: the video and one-sentence impact summary.
Technical deliverables and asset hygiene
Good portfolios show technical responsibility. Recruiters want to know you can ship.
- Include an Asset List: what was created, what was bought, what was placeholder.
- Provide a Build Readme: how to run the level, recommended settings, known bugs.
- Keep file sizes reasonable for downloads; use compressed videos and small demo builds.
- Tag your assets with engine versions and third-party plugin dependencies.
Playtesting & telemetry — the difference-maker in 2026
By 2026, AI-assisted playtesting and lightweight telemetry are standard even at smaller studios. Learn to collect and present simple metrics.
- Heatmaps: where players die, where they spend time.
- Path frequency: which routes are used and underused.
- Session length: actual vs. target loop time.
- Player feedback snippets: short quotes that explain design decisions.
Tools: simple analytics plugins for Unity/Unreal, or use playtest sessions recorded on Twitch or Discord for qualitative analysis. If you can, include one AI-assisted insight: e.g., “AI cluster analysis revealed three common choke routes, prompting the addition of flank access which reduced spawn-trap rate by 32%.” Always label metrics as approximations when collected from small samples.
Resume, cover letter & application tools — how to package these projects for entry-level roles
Your resume is the hook; your portfolio is the proof. Use both strategically.
Resume tips (quick wins)
- Use a clear header: Name | Level Designer | Link to portfolio (short URL).
- Lead with a one-line skill summary: “Level designer with 3 portfolio maps across arena, tactical, and open-world scales — proficient in Unreal Engine, playtest-driven iteration, and performance optimization.”
- For each role/project, list: role, tools, duration, measurable outcome (e.g., decreased average respawn time by X% in your project).
- Make it ATS-friendly: avoid images in the resume body, use standard section headers (Experience, Projects, Skills).
- Include direct links to key artifacts: one-click to video, build, and case study PDF.
Cover letter & application notes
Tailor your cover letter to the studio and role. Mention Arc Raiders only as a contextual design study — never copy IP. Example bullet points you can adapt:
- “Designed three playable maps across small/medium/large scales inspired by current industry trends, focusing on combat pacing, objective clarity, and streaming optimization.”
- “Led a 4-week playtest program using basic telemetry to reduce average match time variance by 18%.”
- “Collaborated with two scripters and one artist to implement dynamic encounter zones and LOD streaming in Unity/Unreal.”
Keep it short, quantify where possible, and include a direct link to your best case study.
Advanced strategies: stand out in 2026
Beyond the basics, use these higher-leverage moves to outcompete other entry-level applicants.
- Mini case study on a trending title: Create a short analysis of Arc Raiders’ existing maps (public gameplay only), then present a redesign concept for a smaller or grander map that fits the announced 2026 direction. Emphasize systems and pacing rather than copying assets.
- AI-assisted iteration: Use generative tools for rapid layout experiments, then document human-led curation — recruiters want to see you direct AI, not be replaced by it.
- Cross-discipline micro-collabs: Partner with one artist and one scripter to show you can integrate work across roles.
- Playtest public demos: Host a weekend playtest and publish heatmaps — public iteration demonstrates communication and iteration skills.
6-week portfolio project plan (practical timeline)
If you need structure, here’s a compact plan that produces a complete medium-sized case study in 6 weeks — ideal for students or bootcamp grads.
- Week 1 — Concept & scope: Define goals, KPIs, and sketches. Choose core mechanics and platform.
- Week 2 — Greybox & flow: Block out top-down map and run internal playtests for flow correctness.
- Week 3 — Iteration & content: Add key assets, cover, objectives; run targeted playtests.
- Week 4 — Polishing & telemetry: Instrument simple analytics, collect data, and address high-priority issues.
- Week 5 — Documentation & media: Record walkthroughs, generate heatmaps, write the case study and readme.
- Week 6 — Publish & outreach: Package build, upload to itch/GitHub/site, share targeted emails with studios and post on LinkedIn/Discord with a concise, results-oriented pitch.
Final takeaways: turn Arc Raiders’ announcement into tangible portfolio wins
Embark’s 2026 decision to ship maps across a spectrum of sizes isn’t just news for players — it’s a hiring signal. Studios need designers who understand scale, gameplay variety, and data-driven iteration.
- Build three focused projects (small, medium, large) to show range.
- Document every step with concise case studies and playtest evidence.
- Package artifacts for busy recruiters: video + one-sentence impact + direct links.
- Use modern 2026 tools: basic telemetry, AI-assisted layout for iteration, and efficient streaming solutions.
Call to action
Ready to build a level design portfolio that gets interviews? Start today: pick one of the three project scopes above and follow the 6-week plan. When you have a case study ready, add the live link to your resume and apply to entry-level game jobs with a targeted cover letter referencing your measurable results. Want a template? Download our free 6-week project checklist and resume sample on QuickJobsList — then post your portfolio link to get feedback from industry mentors.
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