Sound Designer

Cinnamon

Columbus (OH)

Hybrid

USD 80,000 - 120,000

Full time

11 days ago
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Benefits offered by this job

MOVE AI markerless motion capture
Z CAM E2-M4 camera capture system
Remote-first for 3–6 months

Job summary

Makeshift Software Inc. is seeking a seasoned Sound Designer to own all aspects of sound for Hexborn, from combat audio to atmospheric Foley. You’ll implement adaptive audio in Unity using Sonity, crafting layered, responsive soundscapes for big raids and dense environments.

Remote-first for 3–6 months, then transitioning to a hybrid on-site setup. A strong reel showing combat, environment, and ambient sound design is required, along with independent work in a fast-moving studio.

Qualifications

  • Proven professional experience in game sound design.
  • Hands-on experience with Sonity or comparable adaptive/interactive audio middleware (Wwise, FMOD).
  • Expertise in sound synthesis, for building custom and layered SFX rather than relying solely on library assets.
  • Expertise in foley, with hands-on recording and editing practical sound sources.
  • Strong technical understanding of implementing audio inside Unity.
  • A portfolio or reel demonstrating combat, environmental, and ambient sound design.
  • Experience designing audio that scales well in busy, high-entity-count scenes (combat encounters, raids).
  • Comfort working independently in a small, fast-moving team where you'll own your domain end-to-end.

Responsibilities

  • Design and implement sound effects for combat, spells, VFX, and enemy behavior — using synthesis and foley recording to build original, layered sounds rather than relying solely on stock libraries.
  • Build environmental and ambient soundscapes for dungeons, ruins, and Blight-corrupted environments.
  • Implement adaptive, dynamic audio using Sonity within Unity.
  • Design combat audio that scales cleanly across large raid encounters with many simultaneous sound sources.
  • Collaborate closely with combat designers, VFX artists, and animators to ensure audio, visuals, and feedback land together.
  • Maintain and organize our sound asset library and implementation standards as the game's scope grows.
  • Work within our broader workflow tooling: see our tools list.

Skills

Game sound design
Sonity
Unity
Wwise/FMOD
Sound synthesis
Foley recording
Audio implementation

Tools

Sonity
Wwise
FMOD
Unity

Job description

# Sound Designer at Makeshift Software**Makeshift Software Inc** | Remote (3–6 months) → Hybrid On-Site **Full-Time**## About Hexborn**Hexborn** is our upcoming dark fantasy action RPG — a brutal blend of hack-and-slash combat, deep dungeon crawling, guild progression, and player-driven rivalry set in a world consumed by an ever-expanding corruption known as the Graveglass Blight. Players rise from an unknown mage into the leader of a legendary guild, mastering arcane combat, recruiting allies, forging relics, and descending into cursed ruins and large-scale raids to uncover the truth behind their rare ability to fly.The demo is live now on Steam, we advise you to try it before applying.We're building a world that should feel as oppressive and alive through **sound** as it does *visually* — The Blight's corruption, the weight of combat, the tension of a raid going sideways. We need a sound designer who can make Hexborn's world sound as dangerous as it looks.## The RoleWe're looking for an experienced Sound Designer to own sound design and implementation for Hexborn — combat impacts, environmental atmosphere, spell and ability audio, and the ambient dread of the Graveglass Blight itself. You'll be responsible for both crafting the sounds themselves and implementing them in-engine using **Sonity**, our adaptive audio middleware for Unity, so combat and exploration audio respond dynamically to what's actually happening on screen.This is a hands-on, high-ownership role. You won't just be delivering static audio files — you'll be building adaptive, layered soundscapes and combat feedback that hold up across long dungeon crawls and large-scale raid encounters.### What You'll Do* Design and implement **sound effects** for combat, spells, VFX, and enemy behavior — using **synthesis** and **foley** recording to build original, layered sounds rather than relying solely on stock libraries* Build **environmental and ambient soundscapes** for dungeons, ruins, and Blight-corrupted environments* Implement adaptive, dynamic audio using **Sonity** within Unity* Design combat audio that scales cleanly across large raid encounters with many simultaneous sound sources* Collaborate closely with combat designers, VFX artists, and animators to ensure audio, visuals, and feedback land together* Maintain and organize our sound asset library and implementation standards as the game's scope grows* Work within our broader workflow tooling: see our tools list### What You'll Need* Proven professional experience in **game sound design*** Hands-on experience with **Sonity** or comparable adaptive/interactive audio middleware (*Wwise*, *FMOD*) — Sonity experience strongly preferred given our current pipeline* Expertise in **sound synthesis**, for building custom and layered SFX rather than relying solely on library assets* Expertise in **foley**, with hands-on experience recording and editing practical sound sources* Strong technical understanding of implementing audio inside **Unity*** A portfolio or reel demonstrating combat, environmental, and ambient sound design* Experience designing audio that scales well in busy, high-entity-count scenes (combat encounters, raids)* Comfort working independently in a small, fast-moving team where you'll own your domain end-to-end## Perks & Tools* **MOVE AI** markerless motion capture + **Z CAM E2-M4** camera capture system* **Faceware Mark IV** mocap helmets for facial performance capture* Industry-grade workstation, built to spec: see our standard build* Remote-first for the first 3–6 months, transitioning to hybrid on-site thereafter## Work ArrangementWe'll start fully remote for a 3–6 month grace period while you ramp up and get embedded with the team, then transition to a hybrid on-site schedule.
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