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Larian Studios is hiring a Soundscape Designer

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Job Description

With multiple awards to our name, Larian Studios has proven that we’re dedicated to delivering high-quality role-playing games. As we move on to new projects, the studio that brought you Baldur’s Gate 3 & Divinity: Original Sin 2 is looking for a Soundscape Designer on a two year fixed term contract to join the team and help us in crafting the high calibre games our fans have come to expect.

Responsibilities
  • In charge of conducting the overall Soundscape and the mix of our games based on the Audio Vision.
  • Translate the Vision into the Soundscape - the result our players will hear when playing our games.
  • Design and use interactive mixing systems to create the Soundscape of the Game.
  • Collaborate and align with the Technical Audio team.
  • Ensure the loudness standards and TRCs for all platforms are met.
  • Support all Endpoints.
  • Support and train some of our more junior Soundscape Designers.
  • Report and support the Audio Producer by estimating tasks and working and communicating correctly in Jira
  • Communicate with all other Audio Department team members to achieve the best results for the Soundscape.

  • Requirements
  • Full project loop as a Sound Designer, Technical Sound Designer or Mixing Engineer on a AAA title. 
  • Profound in delivering an Audio Vision
  • Profound in mixing pipelines and routines.
  • Solid understanding of the Game Audio pipeline from Asset to Soundscape
  • Solid general audio production knowledge: how assets are created, mixed and mastered
  • Solid mastering of Wwise
  • This is a full-time, on-site role, requiring your presence in the office to support collaboration and creativity.

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    Salary Information

    Salary: $90,000 - $110,000

    🤖 This salary estimate is calculated by AI based on the job title, location, company, and market data. Use this as a guide for salary expectations or negotiations. The actual salary may vary based on your experience, qualifications, and company policies.

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