20 great new audio jobs at Riot Games, iHeartMedia, EA SPORTS, Bang Zoom!, Fuse Games, Well Done, Awaken Realms, Carnegie Mellon, Gameloft, GAMUCATEX, RUN Studios, SkyBull Gaming, Whiteboard Games, Black Shamrock, Garena, My Story Animated, Granta Sound, ProPublica, Quill, and The Audio Programmer

By September 19, 2025Audio Jobs
20 new audio jobs for game audio, film sound and beyond
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We came across interesting new jobs at Bang Zoom!, Fuse Games, Well Done Entertainment, and Riot Games Music:

  • Fuse Games is looking for an Audio Engineer who wants to do things like help animations drive sounds and create systems to play the perfect music based on what the player is doing (England)
  • Well Done Entertainment is seeking an Audio Designer with strong Unreal experience to work on audio design and implementation for a demo that they are building (Remote)
  • Riot Games Music is recruiting a Manager of Music Supervision with 10+ years in supervision or partnerships with team management experience to guide the execution of regional music strategies (CA, US / Hybrid)
  • Bang Zoom! is looking for an Audio Intern (college/university credit) who is interested in learning about the audio post world of film, television, and anime production (CA, US)

To learn more about these featured jobs, scroll down to see their full descriptions 👇

We also found a number of additional audio jobs for you – here are the direct links:

Bonus: The Audio Jobs Facebook and LinkedIn groups also have opportunities below.
 
Important: If you’re having trouble viewing the jobs on LinkedIn, be sure to join the LinkedIn Audio Jobs group here first.

Happy job hunting! Best wishes from Asbjoern and Adriane.



Highlight – sound stories this week:








Audio Intern
Company: Bang Zoom!
Location: Burband, CA, US
Job description

Audio Intern (college/university credit)

Bang Zoom! Entertainment Internship Program caters to individuals seeking hands-on audio experience in the entertainment industry. Bang Zoom! Entertainment specializes in creating english-language versions of popular anime as well as localizing video games for a Western market. Bang Zoom! also does voice-over recording, casting, and sound design for games, movies, television, and other media.

(Please note that we are not related to the music industry, so if you are interested in composing or scoring this may not be the best fit for you)

Important: This is an unpaid internship and for college/university credit only. You must be enrolled in a college/university/academic program. The program gives priority to those that need an internship for graduating credits. The ideal candidate is a student in their last year of studies at a University/College/academic program.

Applications without a cover letter will be rejected.
Please no phone calls or emails to the business.
Please, no audio engineers apply unless you are a current student or recent graduate

We’re seeking outgoing individuals who are interested in learning about the audio post world of film, television, and anime production. Knowledge of anime and the Japanese culture is highly desired. We prefer an individual who is motivated, a self-starter, and someone capable of juggling many responsibilities at once. We require a minimum of 2 days per week, 8 hours a day plus a 1-hour lunch, with a minimum commitment of 10 to 13 weeks. As we have 3 locations, it is necessary to have your own car to travel back and forth between facilities. All mileage used for errands and intern-related tasks will be reimbursed, excluding transportation to and from your internship.

Duties:
  • Assisting audio/production/support department
  • Assisting with preparatory work for engineers.
  • Assisting with daily runs between locations
  • Maintaining studio cleanliness and functionality
  • Assisting with audio editing
  • Other duties as seen fit by supervisors
Requirements:
  • Dynamic, outgoing personality & positive attitude
  • Audio/Technical background
  • Adept knowledge of ProTools
  • Must be attending a University/College/ Trade/Vocational school
  • Must be available a minimum of 2 days M-F, schedule 9 am to 6 pm- 1 hr lunch.
The cover letter should be titled Audio Internship and have the following information:
  • What days are you available for the internship? When could you start

  • What audio experience do you have?

  • What are your career goals?

  • Why do you want to intern at Bang Zoom! Studios.

  • What is your skill level in Pro-Tools?

Audio Engineer
Company: Fuse Games
Location: Guildford, UK
Job description

Fuse Games. A love of games and a love of making games.

We understand deeply how games are made from the simple starting point of a one-line idea, through concept, prototyping, pre-production and large scale, multi hundred-person development teams.

This understanding is underpinned by the huge value of building high performing teams. We work hard to lead, grow, develop and fuse our people together with a clear vision and aligned constraints that are guided by our shared values. Bringing energetic, creative collaboration with a sense of urgency is essential to everything that we do.

At Fuse it’s important for us all to create a space for everyone to feel safe and included in order to be responsibly open, generous and to be their best selves. We encourage curiosity to embrace diverse perspectives, being humble and leading by example.

An Exciting Opportunity:

We are looking for creative, collaborative and passionate people with a growth mindset to help us build amazing games. For us, software is key and we need talented folks who are happiest in engine exploring, ideating, sharing and with a sense of urgency. The games industry is an ever-evolving fast moving one. So, we’d love to have people on board who aren’t afraid to adapt, grow their skills and push both themselves and how we make games at Fuse.

What an Audio Engineer does at Fuse Games:

As an audio engineer at Fuse you’ll work with the whole team to help make our games sound great. This could range from helping animations drive sounds to creating a system to play the perfect music based on what the player is doing. You’ll report to a manager within our experienced team of engineers and will also get direction from our Audio Director.

We believe that collaboration gets the best results. Our audio team works closely with other areas such as gameplay, VFX and UI, as well as audio specialists in design. Everyone at Fuse should expect to be a little bit of a generalist – this is especially true as we grow our team – and this gives an opportunity to bring your unique perspective to problems outside your specialty.

We are looking for talented folks with a growth mindset and must be highly competent in these areas:
  • Be passionate about audio
  • Have strong C++ skills
  • Have worked on at least one multi-platform title
  • Have good communication skills
Additional attributes we also appreciate:
  • Have professional experience with making games in Unreal
  • Have experience with Audio systems
Engineers At Fuse Games strongstrong We make video games, not safety critical systems

We aim to entertain. This means our priority should be to make the game better. It’s a useful razor to apply to decision making – if a task doesn’t end up making our games better, it might not be worth taking on.

We can cut corners when it makes sense to – we’re not sending people into space and we don’t have to be worried about never failing. If we can answer a question quickly by hacking in a change, then we can do that as long as we do it knowingly, and appreciating the fact we might need to refactor the approach to build on it.

Proactive and transparent

We don’t wait for the perfect design. We will use our experience to start making the system we expect we will need, knowing that we can change it if our assumptions are wrong.

We inform our team what we are doing so those assumptions can be checked as part of the normal daily business of development. We don’t encourage grand reveals internally and going dark just increases the risk that we’ll turn up with something we don’t really want.

Estimates are just informed guesses, sometime well informed, sometimes stabs in the dark. No-one is expected to be right and estimates are only to be used as a guide to help with scheduling and scoping decisions. We don’t want anyone to lower an estimate to try and please someone else – if you think something is going to take a long time, say so. Expect that if there’s a difference of opinion, that we will discuss that difference. To reconcile misaligned assumptions is a really good thing!

Always playable

The build always needs to be playable so we can review and iterate. Fuse believes the truth of the product is in the software.

This means we need to submit quality code that has been tested before it’s been submitted. The systems we create underpin the runtime development of the game. To make sure content and design changes can be tested and reviewed, the game needs to be stable. To test effectively, our engineers need to be aware of what areas are being worked on by the team at large.

Systems also need to be somewhat performant to be enabled by default. Non-performant systems might be available behind debug switches.

Guidelines not rules
  • Our guidelines exist because they aim to make our lives easier. We target:
  • Preventing known mistakes.
  • Promoting efficient, effective workflows.
  • Enabling tooling that can make assumptions.

BUT! There can be justified reasons not to follow the guidelines – as long as you make it clear why you take that decision

Build it for now, refactor it for next time

The priority for a system is always the current shipping game. Prefer to solve concrete issues and make your systems cheap to change later, don’t solve all hypothetical future problems. Prefer to assert if an unexpected/unsupported input is encountered, don’t make your code too defensive to handle all possible scenarios.

You can think about what ways a system might be extended and can build things in a way that makes that easier, but you don’t need to actually build the extensible system now if it’s not yet needed. It might never be!

Don’t gild the lily. When something is good enough, move on to the next great opportunity.

Always debuggable

Every system we make must be able to be debugged in an effective manner. When things go wrong, we need to be able to diagnose the cause.

Logging pertinent information is critical – any logging is usually better than none. Try to log the causes of behaviour rather than just the symptoms so those symptoms have the context they need .e.g. log that Event A is starting and is trying to spawn X vehicles. We can limit log information behind verbosity settings, so prefer to overcommunicate and then filter that back if it becomes noisy.

Visual debugging is highly encouraged as it can highlight issues difficult to pick up from logs and breakpoints. Visual logging is often useful to communicate an issue to people outside the craft or domain.

Use ensure() and check() calls to catch bad state – especially inputs. It’s usually easier to fix an issue when it fails early and when it fails hard.

Audit trails are highly encourage for any pipelines, asynchronous sequences and other multi-frame updates. It is often hard to understand why something has gone wrong when you are missing information about the state of the pipeline along the way.

Don’t put up with mediocrity

Our users are developers as well as our players. If the tools are bad, we should fix the tools. Frustrated developers tend to make worse games.

We want key systems to inspire, not just function. We look for opportunities to both excite our players as well as to inspire our designers/artists/fellow engineers. It is impractical to expect everything to be best in class, but we should strive for technical excellence where it matters and execution excellence everywhere else.

Be curious

Understanding more about how things work usually means we can make more effective solutions

Learning is a useful artefact – we don’t expect people to have to make up a reason to do work or investigations if the benefit is an increase in knowledge

What’s in it for you? Glad you asked!

We realise it takes world-class people to make world-class games, so we offer competitive compensation packages and a culture that thrives off of creativity and individuality.

We know we’re making games differently now and understand that family is important so offer flexible working hours and a hybrid culture that allows everyone to find the right work/life balance.

In addition, we want people to grow and expand their horizons so we promote a culture of learning and offer opportunities for people to learn new skills.

We thought you might also want to know: More about our studio: http://fusegames.com/

Where are we: Guildford, Surrey, UK

Source: Fuse Games
Audio Designer
Company: Well Done Entertainment
Location: Remote (GMT +/- 2 hours)
Job description

HIRING ALERT

I am looking for a freelance Audio Designer with strong Unreal experience to work on audio design and implementation for a demo that we are building.

Core requirements:
* Immediate availability for ~4 weeks of work
* Based in Europe (GMT +/- 2 hours)
* Hands on – this will require sound creation, mixing, and in-game implementation
* 5-6 years professional work experience – able to work independently with strong communication skills
* NO OUTSOURCE HOUSES, we need an individual freelancer due to time constraints

Please respond if interested and any leads or intros much appreciated.
Thanks!

Manager of Music Supervision
Company: Riot Games Music
Location: Los Angeles, CA, US / Hybrid
Job description

NEW ROLE ALERT: RGM is expanding our team in APAC – we’re looking for an experienced Manager of Music Supervision APAC, to lead Riot Games Music’s efforts across our portfolio of games and content in the APAC region – including League of Legends, Wild Rift, VALORANT, Teamfight Tactics, 2XKO, and others. We’re looking for an experienced music and games industry leader (10+ years in supervision or partnerships with team management experience) to guide the execution of regional music strategies – must be APAC based, ideal candidate is multi-lingual and willing to travel. Open to home bases in China, Korea, Singapore etc. Send resumes and referrals to musicjobs@riotgames.com – feel free to share and repost please!

Source: Maria Egan

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