Sound Designer (12-month contract)

Electronic Arts

Stockholms kommun

Hybrid

SEK 520,000 - 720,000

Full time

14 days+
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Job summary

Electronic Arts’ Battlefield audio team is seeking a dedicated sound designer to craft immersive game audio across environments, modes, and interactions. You will collaborate with senior team members to push the boundaries of what is possible in game sound.

You are a curious, collaborative creator with a passion for sound design, ready to learn and grow within a skilled audio group at DICE in Sweden.

Qualifications

  • Experience designing sounds for interactive or linear media.
  • Strong understanding of how sound functions in real life, balancing realism and gameplay readability.
  • Proficiency with studio hardware and software like Reaper, ProTools, Sound Forge, Waves, iZotope RX, and FabFilter.

Responsibilities

  • Produce content aligned with audio direction and goals, creating assets and implementations that fit creative and technical requirements.
  • Collaborate with a Lead to develop sounds for environments, modes, destruction, and animations.
  • Implement work into the game using the Frostbite engine.
  • Deliver high-quality audio within budget and schedule.
  • Be structured: estimate tasks, update plans, commit data to the branch.
  • Refine content through playtesting and feedback to ensure quality and purpose.
  • Provide feedback within the sound team on execution and results.
  • Act as an active mixer for assets and contribute to overall game mix.

Skills

Sound design
Audio implementation
Critical listening
Team collaboration
Audio middleware familiarity
Gamer mindset
Audio software proficiency

Tools

Reaper
ProTools
Sound Forge
Waves
iZotope RX
FabFilter
Unreal
FMOD
Unity
WWISE

Job description

Locations: Stockholm, Stockholm County, Sweden

Role ID

214742

Worker Type

Temporary - with Benefits (EU & Malaysia)

Studio/Department

Work Model

Hybrid

Description & Requirements

Electronic Arts creates next-level entertainment experiences that inspire players and fans around the world. Here, everyone is part of the story. Part of a community that connects across the globe. A place where creativity thrives, new perspectives are invited, and ideas matter. A team where everyone makes play happen.

As we do not have a relocation/immigration budget, we’re unable to consider candidates based outside of Sweden.

Battlefield is a storied franchise renowned for uncompromising combat gameplay and all-out warfare, for over two decades. 100 million players and 5 billion hours played later, Battlefield Studios is defining the future of the first-person shooter with the biggest launch in franchise history with Battlefield 6, and a new era beginning with Battlefield REDSEC.

United under the banner of Battlefield Studios, 4 world-class teams across Criterion, DICE, Motive, and Ripple Effect have come together to focus on the future of the franchise, a connected Battlefield universe filled with immersive experiences built on our unique DNA.

LET’S PUSH THINGS FORWARD

DICE is a creative studio with offices in Stockholm and Gothenburg. We believe in the power of inclusion and welcome game creators from all backgrounds to collaborate with us as we unlock the potential for the future of Battlefield!

We’re always pushing to be at the forefront of creative entertainment - blending digital art, design, and technology to push boundaries. Our collaborative culture is fueled by passion, driving innovation and making a positive difference for our players and community.

At DICE, your ideas matter. We offer an inclusive space where you can thrive, be yourself, and grow alongside a team dedicated to making a meaningful impact to the world of gaming.

We’re all-in on the future and our most ambitious Battlefield yet. Want to be part of something special? Read on.

Role Overview

The DICE Audio department is looking for a sound designer to join the Battlefield audio team in our mission to create amazing sounding games and player experiences. You are driven, curious, creative and have a passion for sound design. You are a problem solver and have a strong willingness to learn more about audio as a craft and push the boundaries of what is possible in game audio to create the best audible experience for our players.

Above all you are an excellent listener and thrive in a collaborative creative environment. You are passionate about teamwork and collaboration both within the audio department but also cross teams, disciplines and studios.

As a member of the DICE Audio department you will design sounds for our games and learn our tools and workflows. You will be working in an established and experienced audio team where you will find opportunities for creative growth and mentoring from more senior team members.

Responsibilities
  • Produce content aligned with existing designs and audio direction, ensuring each piece contributes to a cohesive and high-quality soundscape by creating assets and implementations that meet both creative and technical goals.
  • Collaborate under the guidance of a Lead to develop sounds for environments, game modes, destruction, and animations.
  • Implement your work into the game using the Frostbite engine.
  • Deliver high-quality audio within a given budget and timeline.
  • Be structured; estimate your work, update plans, submit good data into the branch.
  • Refine content and its underlying logic through playtesting and feedback sessions to ensure it meets quality standards and serves its intended purpose.
  • Ask for and act on feedback concerning your work. Also provide feedback within the sound team, with a focus on audio execution.
  • Be an active mixer for your assets and provide feedback on the title's overall mix.
Qualifications
  • Experience in designing sounds for interactive or linear media.
  • Strong understanding of how sound functions in real life, with an ability to balance realism and gameplay readability.
  • Developed artistic skills, with a talent for interpreting references and following direction.
  • Proficiency with modern studio hardware, editing and design techniques, and software like Reaper, ProTools, Sound Forge, Waves, iZotope RX, and FabFilter.
  • Eagerness to enhance game audio production, implementation, and engineering skills.
  • Exceptional critical listening abilities.
  • Familiarity with audio middleware such as Unreal, FMOD, Unity, and WWISE is beneficial but not essential.
  • A team player who thrives in a collaborative creative environment.
  • Passionate about teamwork and collaboration.
  • Experience as a sound designer in AA-AAA game development is beneficial.
  • Avid gamer with an interest in creating complex and realistic soundscapes.
About Electronic Arts

We’re proud to have an extensive portfolio of games and experiences, locations around the world, and opportunities across EA. We value adaptability, resilience, creativity, and curiosity. From leadership that brings out your potential, to creating space for learning and experimenting, we empower you to do great work and pursue opportunities for growth.

We adopt a holistic approach to our benefits programs, emphasizing physical, emotional, financial, career, and community wellness to support a balanced life. Our packages are tailored to meet local needs and may include healthcare coverage, mental well-being support, retirement savings, paid time off, family leaves, complimentary games, and more. We nurture environments where our teams can always bring their best to what they do.

Electronic Arts is an equal opportunity employer. All employment decisions are made without regard to race, color, national origin, ancestry, sex, gender, gender identity or expression, sexual orientation, age, genetic information, religion, disability, medical condition, pregnancy, marital status, family status, veteran status, or any other characteristic protected by law. We will also consider employment qualified applicants with criminal records in accordance with applicable law. EA also makes workplace accommodations for qualified individuals with disabilities as required by applicable law.

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