Sound Designer & Composer

Your mix plays through a room, not a pair of headphones.

Reports to
Producer
Location
Hybrid — Redmond, WashingtonOn-site for team collaboration and playtesting.
Timing
Fall 2026 — start date arranged with you
Who it’s for
DigiPen alumni, any graduating class
Apply for this role

About this role

A bay is a hard-surfaced room with a projector running, a group talking over each other, and a recoil-enabled training gun making noise of its own. Anything subtle is gone. What survives is transient, contrast and timing — which is exactly what tells a player they hit something.

So audio here is half the feedback, not a layer on top: a hit that doesn’t sound like a hit doesn’t feel like one. And a round is two to three minutes, so a track has to establish, build and pay off inside a pop song’s first verse — then survive doing it all night, every night.

Every team either builds a new game for Obsidian or takes one already running in the bay and makes it better.

What you’ll do

Sound design

  • Build the SFX library per mode: hit and destruction sounds, weapon feedback, countdown and interface audio.
  • Design the audio feedback for hits, misses, combos, streaks and penalties as the confirmation players react to.
  • Create the per-mode ambient beds, and the attract-mode audio between rounds.

Composition

  • Compose original music per mode, written for a two-to-three minute round rather than trimmed to fit one.
  • Build an adaptive system that responds to hits landing, a score staying close, and time running out.
  • Write victory and defeat stingers, fanfares and celebration cues that survive heavy repetition.

Implementation

  • Implement your own audio in-engine — MetaSounds, FMOD, Wwise or native Unity audio.
  • Own triggering, spatialization, the adaptive layers and the in-bay mix.

Work with the team

  • Tune hit audio against the VFX artist’s hit effects so the two land as one event.
  • Work with the Game Designer and UI Designer to align cues to game state and interface moments.

What we’re looking for

Required

  • DigiPen graduate — any graduating class
  • Portfolio demonstrating both sound design and music composition
  • Proficiency with a digital audio workstation — Reaper, Ableton, Logic, Pro Tools, or similar
  • Sound design fundamentals: foley, synthesis, layering, and mixing
  • Composition and arrangement ability
  • Able to implement your own audio in Unreal or Unity rather than handing off a folder of files

Ideal degree track

ideal, not mandatory — a strong audio candidate from any track is welcome

  • BA in Music and Sound Design

A master’s degree in a related field counts the same as the tracks above — an MS or MFA is equally welcome.

Preferred

  • Audio middleware experience: FMOD, Wwise, or MetaSounds
  • Experience building adaptive or interactive music systems
  • Understanding of spatial audio
  • Experience mixing for a room or a PA rather than for headphones — the difference matters more here than anywhere else on this list
  • Game audio work from GAM project courses
  • Interest in location-based entertainment audio

What you’ll learn

Compensation

Total hours
180 hours
Hourly rate
$23.50 / hour
Total earnings
$4,230.00
Expected pace
About 20 hours/week, roughly 9 weeks
Payment
Bi-weekly, direct deposit
Structure
1099 contractor

The 180 hours are the commitment; the calendar is not. Twenty hours a week for about nine weeks is what we expect in practice, but the weeks don’t have to run consecutively and the pace can flex. We set a schedule with you at the start and work around holidays, travel, and your other commitments.

This is a part-time, paid position and does not include benefits.

How to apply

Apply for this role.

Email [email protected] with Sound Designer & Composer in the subject line. Send all four of these — an application missing one of them is hard to act on, and we would rather not have to come back and ask.

  1. 01Your resumeAttached to the email — PDF preferred.
  2. 02Your GPARequired. Include it in the email body.
  3. 03A link to your portfolioA video reel and a portfolio site are preferred. Make sure everything opens without a login.
  4. 04Your general availabilityThe days and hours you can be on-site and reachable, so we can plan collaboration and playtesting around the people on your team.
Apply — Sound Designer & Composer

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