# Sound Designer

## Details

- **Company:** [Makeshift Software](https://hitmarker.net/companies/makeshift-software.md)
- **Location:** Columbus, Ohio, USA
- **Contract type:** Full Time
- **Level:** Intermediate \(2–5 years\)
- **Salary:** $145000 - $150000 / year
- **Tags:** Sound Design, Audio Engineering, Unity
- **Posted:** 2026-09-10
- **Closing:** 2026-10-10
- **Apply:** [View and apply on Hitmarker](https://hitmarker.net/jobs/makeshift-software-sound-designer-4757091)

## Description

[**Makeshift Software Inc**](https://makeshift.software) | Remote (3–6 months) → Hybrid On-Site **Full-Time**

## About Hexborn

[**Hexborn** ](https://store.steampowered.com/app/3770540/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](https://assetstore.unity.com/lists/list-2475835924355)

### 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 &amp; Tools

- [**MOVE AI**](http://move.ai/) markerless motion capture + [**Z CAM E2-M4**](https://www.bhphotovideo.com/c/product/1442842-REG/z_cam_e1503_e2_professional_4k_cinematic.html) camera capture system
- **Faceware Mark IV** mocap helmets for facial performance capture
- Industry-grade workstation, built to spec: [see our standard build](https://pcpartpicker.com/user/Copywright/saved/sFc7pg)
- 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.

[*Makeshift Software Inc*](https://makeshift.software) *is the developer and publisher of Hexborn.*
