Mid-Level Sound Designer

Bladework Games
•Remote

About The Position

Bladework Games is seeking a Mid-Level Sound Designer on a six-month contract, with the possibility of being considered for full-time employment later. The Sound Designer will help develop the audio for Marked For Mayhem, working from concept through in-engine integration. The role collaborates closely with the Audio Director and colleagues in Design, Environment, Animation, VFX, and Engineering. The position is fully remote.

Requirements

  • At least 5 years of professional game sound design experience.
  • At least one shipped title of AA or AAA quality, with a portfolio or demo reel demonstrating work on it.
  • Unreal Engine experience, including audio implementation with Sound Cues, MetaSounds, and Blueprints.
  • Own professional audio equipment and an SFX library for sound design, set up for remote work.
  • Strong knowledge of a DAW such as Reaper, Pro Tools, or Nuendo, as well as audio editing and processing tools.
  • Solid grasp of sound design fundamentals.
  • Clear communication skills and ability to work independently and with a remote cross-discipline team.

Nice To Haves

  • Experience composing interactive music.
  • Experience in Sci-Fi and Anime sound design.
  • Marketing trailer sound design and mixing experience.
  • Experience with dialogue, VO implementation, or adaptive music systems.
  • Experience with multiplayer or live-service titles.

Responsibilities

  • Work with the team and Audio Director to create and implement high-quality sound effects.
  • Apply creative feedback and revise work to align with the project’s creative direction.
  • Use Unreal Engine audio systems, including MetaSounds, to implement audio and help create the game’s overall sound.
  • Collaborate with designers, animators, VFX artists, and engineers on audio implementation and systems.
  • Iterate on feedback from meetings, the Audio Director, playtests, and QA; track and fix audio bugs through to ship.
  • Contribute ideas to the project’s sonic identity and audio direction.
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