Cloud Imperium Game Recruiting Sound Designer & Animator
Lead Sound Designer
Cloud Imperium Games is looking to add an experienced Lead Sound Designer to the CIG Audio team, based at Foundry 42 Ltd in Wilmslow, UK. This is strictly an in-house lead role, requiring previous senior duties and at least five years’ industry experience.
The ideal applicant will have high levels of ability in organisation, communication and critical reasoning. Experience of working closely with video game production is highly beneficial, as you’ll be expected to help prioritise tasks across the team and assist the Audio Director with managing workloads; to help make decisions that best serve the needs of the game from an audio perspective.
The successful candidate will be expected to have a high level of competence in creative and technical game sound design, ideally having worked in different middleware environments; and be able to communicate comfortably with the audio team across all sub-disciplines of sound design, dialogue and music. Experience working with marketing departments on sound for promotional material, preparing budgets and lining up resources, and engaging the likes of external composers/post-production houses, would be looked upon favourably.
This role will require some management and evaluation across the board, with the candidate having responsibility for evaluating and acquiring tools, booking selected outsourcers, co-ordinating with accounts, the IT department, etc. – engaging with the audio team to enable those you’re working alongside to perform at their peak.
As Star Citizen is very technical in nature you’ll be expected to understand and collaborate with other sound designers and audio programmers in driving progression in technical areas, and be comfortable in setting technical guidelines and communicating these internally. Knowing how sound design is carried out in-depth will prove valuable and you will probably have to get your hands dirty with sound design as and when required.
We are a studio based around a combination of Wwise and a modified version of Lumberyard. High levels of experience (ideally having shipped a title) in at least one of these will prove invaluable.
You should be looking at ways to impart your own high standards and ear for quality to other sound designers, enabling them to produce their best work first and foremost. This role is about raising the bar for everyone on the team, working with the Audio Director closely to ensure their vision for audio for the game is carried through to the rest of the team.
The sound of Star Citizen is being forged by a centralised core audio team where all members are encouraged to explore concepts and present ideas to their team mates. This team is a flat hierarchy where responsibility is distributed and you’re expected to be able to distribute work and collaborate in a way that’s compatible with this structure.
In depth experience of working on FPS titles will prove useful, and a love of space/science fiction always helps!
Please apply with a demo-reel/portfolio and any other material you deem relevant. Note this is not a music composition role.
High level oversight of the CIG Audio team; leading by example particularly
Reviewing performance of CIG Audio team members
Liaising with outsourcers and across internal disciplines as primary audio point person, keeping channels open with e.g. game designers about their audio needs
Help specify and design audio tools/tech with our audio programming team
Provide feedback and communicate the bigger vision of the game audio’s audio direction among the wider team
Collaborate on design approaches to the sound of the game, actively looking to assist others with your experience and knowledge
Should also be able to work independently as well as collaboratively in a fluid audio team
As well as some sound design creation and implementation duties, some music and dialogue implementation may be required from time to time
Solid experience of at least one (preferably multiple) Digital Audio Workstations & various plug-ins (we’re Reaper fans here but you can use what you’re most comfortable with, if you’re capable of producing world class assets in a particular DAW)
A strong ability to lead, but not to dictate – we have a flat team, we look out for each other
Solid management and organisational skills – you don’t see these duties as a chore but as a necessary foundation for the team to do their best work
A working knowledge of common audio middleware and/or proprietary tech. Lumberyard / CryEngine is a real plus point here, also Wwise
Plenty of general experience using game engines to implement and work with sound. If you’ve used another engine and it does stuff better, we’ll look to replicate it, if it improves things
A game audio mind-set. g. you like to granulate loops and re-sequence that stuff. You wouldn’t be seen dead looping a 30 second wav in a game anymore
PD, Max/MSP, Python, XML, C++ or C# would be a plus, though we’d hope you wouldn’t need to, it all helps. Some visual programming wouldn’t go amiss either, e.g. Kismet, Flowgraph, Frostbite
A great show reel of relevant audio work for games
Great communication skills, both text and verbal
Skills in Excel and JIRA etc.
Apply here:- firstname.lastname@example.org
Foundry 42 Ltd in Wilmslow, UK is looking for a Lead Animator to work with the design team under direction of the Game Director and Animation Director on animation related cinematic and story areas within Squadron 42 and Star Citizen.
Collaborate with Animation Director on implementing animations within the game engine
Work with the Cinematic Director and the Cinematic Designers to ensure that the performances captured on stage translate properly into the Real-time environment
Create key frame animation as well as working with motion capture data for in-game assets while following the given style guide
Ensure timely completion of animation commitments at the desired quality bar
Maintain consistency of team’s deliverables through regular critiques, feedback and mentoring.
Partners with designers, programmers and other departments involved
Development of Motion Trees and Technical Solutions for combining high-quality in-game cinematics capture and AI/game code requirements
Work with the teams to develop documentation of Solutions and Processes
4+ years of professional experience in game development – in an Animator capacity
Shipped (from pre-production to release) 2-3+, large scale, AAA titles (PC, current/next-gen consoles)
Positive, solution-orientated individual with a passion for game development
A thorough understanding of animation pipelines and the processes involved from the conceptual phase to implementation
Expert knowledge with Maya and other equivalent software
Motion Capture experience
Ability to create fluid, smooth, realistic animations with specific demonstration of animation fundamentals
Experience with next generation AAA game engines
An understanding of effective asset creation and optimization
High degree of self-motivation and initiative
Inherent ability to bring out the best in people, remains positive, ability to motivate your team
Expert in time management, verbal and written communication skills
Ability to gather, analyze, and act on feedback from the team, with an openness to critique
Passion and constant drive to stay up to date with latest technology and new techniques
International travel may be required as part of the role
Experience with CryEngine/Lumberyard
Experience with rigging
Strong interest in science fiction based themes
Experience with Outsourcing and/or collaboration with external studios
Apply here:- email@example.com
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