Description
Senior Sound Designer
Cloud Imperium
Games is looking to add an experienced Sound Designer to
the CIG Audio team, based at Foundry 42 Ltd in Wilmslow, UK.
This is potentially
open to anyone from junior to principal level.
The ideal applicant
will have strong technical knowledge of Wwise middleware, and will have shipped
at least one title, ideally more; the successful applicant will be expected to
be able to adjust to different development tools as we’re developing a lot of
our own tech. This project is very technical in its nature and as such you’ll
be expected to drive progress of systems and tools and pick up our toolset
(based on Amazon Lumberyard) quickly.
As a Sound
Designer, as well as the usual prerequisites of producing world class sound
content and setting a high audio standard internally, you will assist in pushing
for a high quality bar and you should have an idea of how to push it higher!
The sound of Star Citizen is being forged by a centralised core audio team
where all members are encouraged to explore concepts and present ideas to their
team mates.
In depth experience
of working on FPS titles will prove useful, and a love of
space/science fiction always helps!
Please apply with a demo-reel/portfolio.
Responsibilities:
· Have a genuine passion for games and be invested in the latest
developments within game sound
·
World class sound effect design and implementation. We may have a lot of
memory and CPU to play with but you’ll still want to spend them
wisely
· Act as primary audio point person, liaising with game designers about
their audio needs
· Specify and design audio tools for our audio programming team. If you
can talk their language(s), so much the better
·
Responsive to feedback from peers on the team. We should be able to
criticise each other’s work
· Innovative and adaptable; able to drive new audio features and develop
methodologies for continuous improvement across the department
·
Collaborate on design approaches to the sound of the game, actively
looking to assist others with your experience and knowledge
· Should also be able to work independently, take ownership of aspects of
the sound and achieve impressive results
· Keen to collaborate closely with members of the wider team making Star
Citizen and Squadron 42 a brilliant experience
· Liaising with world class outsource resources – we get the best to help
us, and you need to be able to talk with them to get what material we need
· Some music and dialogue implementation may be required – it’s all sound
after all
Requirements:
· Solid experience of at least one (preferably multiple) Digital Audio
Workstations & various plug-ins (we’re Reaper fans here but you can use
what you’re most comfortable with, if you’re capable of producing world class
assets in a particular DAW)
· A working knowledge of common audio middleware and/or proprietary tech.
Lumberyard / CryEngine is a real plus point here, also Wwise
· Plenty of general experience using game engines to implement and work
with sound
· A game audio mind-set. E.g. you like to granulate loops and re-sequence
that stuff. You wouldn’t be seen dead looping a 30 second wav in a game anymore
· PD, Max/MSP, Python, XML, C++ or C# would be a plus, though we’d
hope you wouldn’t need to, it all helps. Some visual programming wouldn’t go
amiss either, e.g. Kismet, Flowgraph, Frostbite
· A great show reel of relevant audio work for games
· Great communication skills, both text and verbal
· International travel may be required as part of the role