Audio Engineer

9 Minutes ago • All levels
Audio Engineering

Job Description

As an Audio Engineer, you will collaborate with the team to enhance game audio, from integrating sound with animations to developing dynamic music systems. You will report to an engineering manager and receive direction from the Audio Director. The role involves close cooperation with gameplay, VFX, UI, and audio design specialists, requiring a generalist approach and a willingness to adapt and grow skills in a fast-evolving industry.
Good To Have:
  • Have professional experience with making games in Unreal
  • Have experience with Audio systems
Must Have:
  • Be passionate about audio
  • Have strong C++ skills
  • Have worked on at least one multi-platform title
  • Have good communication skills
Perks:
  • Competitive compensation packages
  • Culture that thrives off of creativity and individuality
  • Flexible working hours
  • Hybrid culture that allows everyone to find the right work/life balance
  • Culture of learning
  • Opportunities for people to learn new skills

Add these skills to join the top 1% applicants for this job

team-management
real-time-vfx
communication
unreal
cpp
game-texts
prototyping

We understand deeply how games are made from the simple starting point of a one-line idea, through concept, prototyping, pre-production and large scale, multi hundred-person development teams.

This understanding is underpinned by the huge value of building high performing teams. We work hard to lead, grow, develop and fuse our people together with a clear vision and aligned constraints that are guided by our shared values. Bringing energetic, creative collaboration with a sense of urgency is essential to everything that we do.

It’s important for us all to create a space for everyone to feel safe and included in order to be responsibly open, generous and to be their best selves. We encourage curiosity to embrace diverse perspectives, being humble and leading by example.

An Exciting Opportunity:

We are looking for creative, collaborative and passionate people with a growth mindset to help us build amazing games. For us, software is key and we need talented folks who are happiest in engine exploring, ideating, sharing and with a sense of urgency. The games industry is an ever-evolving fast moving one. So, we’d love to have people on board who aren’t afraid to adapt, grow their skills and push both themselves and how we make games.

What an Audio Engineer does:

As an audio engineer you’ll work with the whole team to help make our games sound great. This could range from helping animations drive sounds to creating a system to play the perfect music based on what the player is doing. You’ll report to a manager within our experienced team of engineers and will also get direction from our Audio Director as part of the audio team.

We believe that collaboration gets the best results. Our audio team works closely with other areas such as gameplay, VFX and UI, as well as audio specialists in design. Everyone should expect to be a little bit of a generalist – this is especially true as we grow our team – and this gives an opportunity to bring your unique perspective to problems outside your specialty.

We are looking for talented folks with a growth mindset and must be highly competent in these areas:

  • Be passionate about audio
  • Have strong C++ skills
  • Have worked on at least one multi-platform title
  • Have good communication skills

Additional attributes we also appreciate:

  • Have professional experience with making games in Unreal
  • Have experience with Audio systems

Engineers

We make video games, not safety critical systems

We aim to entertain. This means our priority should be to make the game better. It’s a useful razor to apply to decision making - if a task doesn’t end up making our games better, it might not be worth taking on.

We can cut corners when it makes sense to - we’re not sending people into space and we don’t have to be worried about never failing. If we can answer a question quickly by hacking in a change, then we can do that as long as we do it knowingly, and appreciating the fact we might need to refactor the approach to build on it.

Proactive and transparent

We don’t wait for the perfect design. We will use our experience to start making the system we expect we will need, knowing that we can change it if our assumptions are wrong.

We inform our team what we are doing so those assumptions can be checked as part of the normal daily business of development. We don’t encourage grand reveals internally and going dark just increases the risk that we’ll turn up with something we don’t really want.

Always playable

The build always needs to be playable so we can review and iterate. We believe the truth of the product is in the software.

Guidelines not rules

Our guidelines exist because they aim to make our lives easier. We target:

  • Preventing known mistakes.
  • Promoting efficient, effective workflows.
  • Enabling tooling that can make assumptions.

BUT! There can be justified reasons not to follow the guidelines - as long as you make it clear why you take that decision

Build it for now, refactor it for next time

The priority for a system is always the current shipping game. Prefer to solve concrete issues and make your systems cheap to change later, don't solve all hypothetical future problems.

You don't need to actually build the extensible system now if it's not yet needed. It might never be!

Don't gild the lily. When something is good enough, move on to the next great opportunity.

Always debuggable

Every system we make must be able to be debugged in an effective manner. When things go wrong, we need to be able to diagnose the cause.

Don't put up with mediocrity

Our users are developers as well as our players. If the tools are bad, we should fix the tools. Frustrated developers tend to make worse games.

We want key systems to inspire, not just function. We look for opportunities to both excite our players as well as to inspire our designers/artists/fellow engineers. It is impractical to expect everything to be best in class, but we should strive for technical excellence where it matters and execution excellence everywhere else.

Be curious

Understanding more about how things work usually means we can make more effective solutions

Learning is a useful artefact - we don't expect people to have to make up a reason to do work or investigations if the benefit is an increase in knowledge

What’s in it for you? Glad you asked!

We realize it takes world-class people to make world-class games, so we offer competitive compensation packages and a culture that thrives off of creativity and individuality.

We know we’re making games differently now and understand that family is important so offer flexible working hours and a hybrid culture that allows everyone to find the right work/life balance.

In addition, we want people to grow and expand their horizons so we promote a culture of learning and offer opportunities for people to learn new skills.

We thought you might also want to know:

More about our studio: http://fusegames.com/

Where are we: 205 High St, Guildford GU1 3AW

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