From Level Design to Job Offer: How to Showcase Game Maps in Your Developer Portfolio
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From Level Design to Job Offer: How to Showcase Game Maps in Your Developer Portfolio

UUnknown
2026-02-28
9 min read
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Show both new and legacy maps, document iteration, and ship playable prototypes to turn map design work into job offers.

Hook: Your maps are good — but are they telling a story that gets you hired?

Recruiters and studio leads see hundreds of portfolios. Your biggest pain points are simple: how do you quickly prove you understand map design, show technical competency, and demonstrate growth — all without bloating your portfolio with dozens of indistinguishable screenshots? The recent debate around Arc Raiders' new vs legacy maps in 2026 gives us a perfect, real-world lens to answer that — and to help you turn level design work into offers for game dev internships and junior roles.

Top takeaways up front

  • Include both new and legacy maps to highlight iteration, constraints, and systems thinking.
  • Show evolution with before/after comparisons, metrics, and player feedback.
  • Balance creative and technical proofs: blockouts, polished screenshots, Unity/Unreal builds, and documented decisions.
  • Format for recruiters: 1–3 highlighted maps, concise TL;DRs, downloadable builds or WebGL demos, and a clear skills list.

Why the Arc Raiders new/old-maps debate matters to your portfolio in 2026

In early 2026 Arc Raiders developers announced multiple new maps arriving this year. Fans and designers immediately began debating whether new content should overshadow the older five locales that helped define the game's identity. That conversation is directly relevant to your portfolio: studios hire designers who can both innovate and maintain existing systems. Showing only shiny new maps is like showing you can only design for greenfield projects; showing only legacy maps is like showing you can only maintain. Recruiters want designers who can do both.

"Hiring managers increasingly want evidence you can iterate on systems, not just invent them."

Late 2025 and early 2026 hiring trends reinforce this. Many studios are hiring small interdisciplinary teams to ship content rapidly, meaning designers often touch both new map design and legacy map rework. Your portfolio should therefore present a narrative: you can conceive a novel layout and you can responsibly evolve an older map to meet new meta or performance goals.

What recruiters are actually looking for in map design samples

Here are the concrete signals recruiters and leads scan for in the first 30 seconds:

  • Clarity of intent: Can you explain the goal of the map in one sentence? e.g., "A medium-paced 6v6 arena that prioritizes flank routes and verticality for mid-combat repositioning."
  • Design decisions backed by data or playtests: Did metrics or player feedback drive changes? Include numbers where possible.
  • Iteration history: Before/after visuals, patch notes, or version logs that show how the map evolved.
  • Systems integration: How this map fits into game loops, economy, or progression (loot, spawn timing, objectives).
  • Technical competency: Presence of working prototypes (Unity/Unreal), performance considerations, or optimization notes.
  • Production awareness: Time estimates, asset budgets, and team roles you coordinated with.

Fast checklist for first glance success

  • One-sentence map summary
  • 3-4 hero images (blockout, mid, final, annotated)
  • 2 short bullets on impact (player retention, A/B results, bugs fixed)
  • Link to playable demo or video walkthrough

Why include legacy maps — and how to present them

Legacy maps show your ability to maintain balance, solve technical debt, and negotiate player expectations. In the Arc Raiders debate, fans argued old maps are cultural touchstones. For recruiters, legacy work demonstrates respect for existing design language and the ability to improve without breaking player trust.

How to present legacy maps

  1. Context: State the map's age, playerbase, and why it matters. Example: "Original map shipped 2023, 25k weekly active players in 2024."
  2. Problem statement: What specifically needed work? (e.g., sightline imbalance, performance dips, outdated lighting.)
  3. Constraints: Art budget, backend limitations, patch windows, and cross-team dependencies.
  4. Solution steps: Bullet the changes you made and why (playtests, telemetry, heuristics).
  5. Outcome: Concrete results — player retention change, decrease in complaint tickets, FPS improvement.

Example snippet:

"Stella Montis rework — Problem: players reported confusing routing and high choke-point deaths. Constraints: small team, one-week hotfix window. Solution: added a mid-level traversal corridor, adjusted cover spacing, and rerouted spawn anchors. Outcome: 14% decrease in spawn-camping complaints and a 6% increase in average match duration in the week after the patch."

Why include new maps — and how to present them

New maps show creativity, risk-taking, and scalability of your design thinking. Arc Raiders' announcement of maps of varied sizes in 2026 highlights what studios value: the ability to design for diverse gameplay types, from tight three-lane skirmishes to sprawling exploration arenas.

How to present new maps

  • Start with a concept statement and target player experience.
  • Use blockouts and flow diagrams to show intended player paths.
  • Include vertical sections, sightline analyses, and pacing zones.
  • Show prototypes: playable WebGL or packaged Unity/Unreal scenes with simple AI bots if possible.

Recruiters love seeing a playable prototype even if it is rough. In 2026, remote interviews often include quick playtests, so being able to hand over a small build is a massive plus.

Technical skills to demonstrate: Unity, Unreal, and beyond

Map designers are hybrid roles; you must blend creative and technical skills. On your portfolio, make these explicit:

  • Engine proficiency: Unity (URP/HDRP), Unreal Engine (Blueprints, Level Streaming), with version numbers where relevant.
  • Authoring files: Blockouts in Unity/Unreal, exported navmesh, and example lighting setups.
  • Scripting basics: Simple scripts for dynamic props, spawn logic, or procedural elements — note languages used (C#, Blueprints/C++).
  • Optimization notes: LOD strategy, occlusion culling, drawcall reduction, and memory budgets.
  • Tooling: Perforce/Git LFS workflow, level editors, and designer tools you built (if any).

When possible, include a small GitHub or GitLab link with clear readme instructions to spin up a demo scene. For internships and early-career roles, recruiters often test whether you can package and document a simple prototype in under an hour.

Presenting design evolution: a format that sells your thinking

Use a repeatable case-study template for each map to make skimming easy. Each case should follow this pattern:

  1. Map title + one-line elevator pitch
  2. Problem / objective
  3. Constraints
  4. Design iterations (v0 -> v1 -> final) with annotated images
  5. Testing and metrics (playtest notes, telemetry)
  6. Technical artifacts (build link, engine version, scripts)
  7. What you learned — 1–3 bullet takeaways

This structure shows process and growth. It also mirrors how hiring managers evaluate candidates: they want to trace reasoning and see the impact.

Practical presentation tips for portfolios in 2026

  • Hero section: Put your best map first with a 10–20 second gameplay clip and one-line value proposition.
  • Keep it scannable: Recruiters skim. Use bold calls, TL;DR bullets, and clear headers.
  • Playable demos: Host small WebGL builds or cloud-stored Unity/Unreal packages. For privacy or IP reasons, a recorded run can suffice.
  • Annotated images: Use arrows, heatmaps, and callouts to show logic — not just pretty screenshots.
  • Mobile-friendly: Many hirers review on tablets. Ensure media scales and load times are reasonable.
  • Contextual skill tags: Next to each project, list tags like "Unity 2022.3, Navmesh, Playtesting, A/B" so recruiters can filter quickly.

How to highlight impact for internships and junior roles

For game dev internships and junior positions, emphasize collaborative and measurable results rather than solo AAA scope. Examples of high-impact items:

  • Ran 10 playtests and synthesized common failure modes into a prioritized fix list.
  • Reduced average match length by X% to improve pacing while keeping engagement steady.
  • Created a mini-tool that automated a repetitive placement task, saving the team Y hours per sprint.

These types of outcomes signal production awareness and team value — exactly what early-career recruiters want to see.

Case study: Framing an Arc Raiders-style map entry

Use the Arc Raiders news cycle as a hypothetical portfolio entry format. Here is a condensed example you could adapt:

  1. Title: Blue Gate Rebalance (Legacy Rework)
  2. One-liner: Rebalanced Blue Gate to reduce spawn-camping and encourage mid-map skirmishes.
  3. Problem: 40% of matches ended within first 3 minutes due to choke-point dominance.
  4. Constraints: Two-week patch window, existing asset set, cross-team QA schedule.
  5. Interventions: Adjusted cover geometry, raised mid-floor cover height, added alternative flank route under 30 person-hours.
  6. Results: 22% drop in early-match terminations, 8% increase in average match duration, positive sentiment in community patch thread.
  7. Artifacts: annotated images, short gameplay clip, URP scene file link, and playtest notes.

That level of concise clarity is what gets you to the next interview stage.

Common portfolio mistakes to avoid

  • Too many maps without clear highlights. Quality beats quantity.
  • No version history. Recruiters want to see thought process.
  • Opaque metrics. If you claim an improvement, show the data source and timeframe.
  • Heavy text and low visuals. Use annotated images and short clips — not walls of text.
  • Missing technical context. Always list engine, version, and any third-party tools.

Advanced strategies for 2026 and beyond

Studios are adopting AI-assisted level design tools, live ops-driven map adjustments, and more modular pipelines. Showcasing familiarity with these trends will set you apart:

  • AI-assisted iteration: Show how you used procedural generation or AI-assisted blockouts to explore layouts quickly.
  • Live ops readiness: Document how a map supports hotfixes and seasonal changes (modular props, dynamic spawn anchors).
  • Data pipelines: Demonstrate how you collect and interpret telemetry (heatmaps, choke metric thresholds).
  • Cross-platform design: Detail how you handled performance tradeoffs for consoles and cloud streaming.

Actionable checklist: What to include before you hit send

  • 1–3 highlighted maps with full case studies
  • Playable demo or video for each highlighted map
  • Engine and tools list for each project (Unity, Unreal, versions)
  • One-sentence TL;DR at the top of each project
  • Clear contact details and exportable resume (PDF)
  • Portfolio hosted on fast CDN and optimized for mobile

Final thoughts — tell a story studios want to hear

Arc Raiders' 2026 maps conversation is a microcosm of what modern hiring teams need: designers who can innovate and iterate, who respect legacy systems and who can ship tight, testable prototypes. Your goal is to make that dual capability obvious in under a minute. Show both new and legacy maps, frame each with a problem → iteration → outcome arc, and back claims with visual artifacts and metrics. Do that and you'll convert more portfolio views into interviews and offers, especially for competitive game dev internships and early-career roles.

Call to action

Ready to revamp your portfolio the right way? Start by picking one legacy map and one new map you can document in the case-study template above. If you want a free portfolio review tailored to level design, submit your link and resume to our mock-interview queue at JobsList — we give targeted feedback on the sections recruiters check first. Your next level design hire could be one well-documented map away.

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#game-dev#portfolio#internships
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Senior editor and content strategist. Writing about technology, design, and the future of digital media. Follow along for deep dives into the industry's moving parts.

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2026-02-28T01:19:11.865Z