# 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. #J-18808-Ljbffr
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