Do you think it would be great to have a beautifully sounding game that can accurately tell the story of the people of the past? Are you interested in the Dark Ages or Vikings and being a part of an authentic game set in a historical universe? Would you like to be a part of creating the soundscape for a card-based game together with our composers, designers, historians, and the rest?
To grow the soundscape of our game, we are looking for a Sound Designer.
GAMUCATEX is an early-stage startup that is developing a card-based autobattler video game in a historical universe. Inspired by games such as Magic, Civilizations, the Age of Empires and Heroes, our aim is to create an immersive and historically accurate game that inspires people to engage in history and mythology. Although the game is in production, you can check it out on Itch by searching online for “Tectonicus: On the Edge of War”.
The player will be taking charge of a faction - either Viking, Frankish, or Anglo-Saxon - which they will follow through history; experiencing past events according to historical records. Battles on a turn-based board will take place online for multiplayer and can be offline in single-player scenarios. You will lead your forces to your enemy’s lines and holding your morale high, you will dominate the fight!
This is an exciting opportunity to be part of a visionary and loving family of passionate game designers, developers, historians, artists and more. We believe that making games should be as fun as playing them.
The position can either be onsite, hybrid or remote, part-time or full-time. As we are currently seeking funding, the position will be unpaid but can contribute to an internship, for which people in Denmark can be organized as virksomhedspraktik. Our offices are located in three locations in Copenhagen: Nørrebro, Frederiksberg and Amager. Please note we organize learn-by-doing collaborations/internships and we cannot guarantee a dedicated mentor, however, we can offer a creative environment where you can test your skills and ideas in a professional setting and collaborate with talented team members.
Design sound effects that are fitting to the time period and factions associated with the game, mainly in the Dark Ages and Viking Age.
Develop appropriate sound effects for the UI and narrative encompassing the game.
Setting a direction for our Sound Department by defining where we should have sound effects and how they should sound; requiring you to take initiative and work proactively in this area based on established visions.
Consult the Game Designers on how gameplay can best be designed to accommodate the sound design.
Establishing the quality bar for audio through creating & implementing original assets.
Organizing regular reviews for and with the sound department and the rest of the team, seeking and providing feedback and identifying opportunities for iteration.
Continue working on an audio project that has already been established.
Communicate with and lead other sound designers and composers regarding tasks that are available or in the pipeline.
Communicate across other departments; being flexible with requests that may be outside the scope of the game and providing solutions to audio needs.
Establish a clear and organized workflow, where audio assets are assessed, documented and implemented. Continue to maintain the pipeline and workflow practices by seeking out ways to improve and streamline the department.
Be comfortable with occasionally working on an aspect of the project that is not sound design nor music related.
Define departmental priorities based on the current stage of the project. Priorities will not always be given but defined in the team.
The ideal candidate is highly driven and self-motivated, with experience in sound design.
Minimal to moderate experience working within audio middleware, particularly FMOD.
Have access to and be able to use a digital audio workstation (DAW), in order to record, deliver and implement audio files.
Except for access to our Unity project; you can supply yourself with the hardware and software you need.
Able to generate foley and/or synthesis.
Able to communicate in English (the operational language of the company) and join planning meetings within the Sound Department and with other departments.
Able to have open and transparent communication about challenges. We speak about issues in our shared channels and proactively address them to solve them.
Can work in a fast-paced startup environment with a work-life balance, where you have a lot of creative freedom with mutual work-hour flexibility but also where things can change rapidly, requiring adaptability.
You can make yourself available for fixed weekly meetings and ad hoc meetings within agreed upon hours during our core office hours 09:00-17:00. If you are in another timezone you can work before/after the expected meetings.
Able to also communicate in Danish.
Have your own recording equipment and space (as it will not be provided).
Have worked in Unity and know some C# programming.
Able to use GitHub.
Experience with games and game audio.
Ability to mentor and lead team members.
Project management or other managerial experience, like sprint planning and reviewing.
If you are interested in shaping the future of gaming, send us an application. We can have you start as soon as possible!
Planned interview process
Online interviews are expected to take place in September.
Starting date: as soon as possible.
Please note we reply as fast as possible, but not always as fast as big corporations.
Be aware that we might end up in your email spam folder when we try to contact you, so keep a keen eye on that.
This job comes with several perks and benefits