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Sound Designer

Job in Columbus, Franklin County, Ohio, 43224, USA
Listing for: Cinnamon
Full Time position
Listed on 2026-10-16
Job specializations:
  • Entertainment & Gaming
    Music & Audio Production
  • Creative Arts/Media
    Music & Audio Production
Salary/Wage Range or Industry Benchmark: 80000 - 120000 USD Yearly USD 80000.00 120000.00 YEAR
Job Description & How to Apply Below
# 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 Role We'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 Arrangement We'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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