Develop Jobs: Be a lead sound designer at Creative Assembly - MCV

Develop Jobs: Be a lead sound designer at Creative Assembly

Get a job at the Total War and Alien: Isolation studio
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The Develop jobs board is home to hundreds of game job vacancies based in the UK and around the world across a plethora of different professions.

Each day we will be scouring the daily-updated jobs page for one of the top vacancies to help you find that dream job.

Today we’ll be taking a look at the role of lead sound designer at Total War and Alien: Isolation developer Creative Assembly.

Be sure to visit our Jobs Page to take a look at further opportunities.

There's also a Develop Jobs Twitter feed as well.

Got a new job opportunity at your studio or have a new position you’d like highlighted in our daily spotlight? Please contact our sales executive Charlotte Nangle at cnangle@nbmedia.com for more details.

Best of luck!

Lead sound designer - Creative Assembly

UK - South East

We take the craft of designing and mixing sounds seriously, so if you're a creative and technically confident lead who wants to be a part of a multi award-winning AAA team, then apply now!

Joining one of the most accomplished audio departments in the UK, and reporting directly to the Audio Manager, the Lead Sound Designer’s primary purpose is to lead and oversee the sound design efforts across assigned projects. You will work with our team of sound designers, technicians and programmers to deliver a stellar audio experience for high profile Total War titles developed at the studio.

Key Responsibilities

  • To follow and assist in the execution of the audio direction set out by the Audio Manager, delivering a AAA sound experience.
  • Oversee and take responsibility for sound design output on assigned projects following the audio direction.
  • Support the Audio Manager with new strategies, content specification and reviews.
  • Effective scheduling and delivery of the sound design effort across multiple game projects.
  • To create sound effects using techniques such as location/studio recording, Foley recording in addition to utilising pre-recorded in-house and commercial material.
  • Integrate and mix audio content into games using in-house tools and other 3rd party software.
  • To test all aspects of your game audio to ensure in-game playback is as intended and fit for commercial release.
  • Set high standards for and mentor junior members of the sound team.
  • When required, work and collaborate with external audio vendors.

For more details and to apply, click here.

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