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This week we found an opening for a Senior Sound Designer at Behaviour Interactive, an Audio Hardware Engineer, Speakers at Tesla, and a Voice Designer at Ubisoft Montréal:
- Behaviour Interactive is hiring a Senior Sound Designer for the Dead by Daylight team at its Montreal studio, a hybrid role in the company's Original Games unit (Canada)
- Tesla is looking for an Audio Hardware Engineer, Speakers: Their Audio and Acoustic Engineering team is growing, and is looking for engineers in Palo Alto to support its infotainment products, with responsibility for acoustics, loudspeakers, and signal processing (CA, US)
- Ubisoft Montréal is searching for a Voice Designer for the Far Cry brand, a permanent, office-based role on a AAA production built in the Snowdrop engine (Canada)
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:
- [Audio Dept.] Sound Designer (3+ years, contract) at KRAFTON (South Korea)
- Senior Voice Designer at CD Projekt Red (Poland)
- Senior Audio Designer – Narrative Focus at HoYoverse (CA, US)
- Audio Designer II at IGT (NV, US)
- Audio Designer III at IGT (Serbia)
- Sr Staff R&D Engineer – Skywalker Sound at Disney (CA, US)
- Project Manager – Audio Technology at Focusrite (UK)
- Audio and UX Software Engineer at Sony PlayStation (CA, US)
- Audio QA Engineer at elasticStage (UK)
- Producer – Sony Music Podcasts at Sony Music (UK)
- Music Research Coordinator, Disney Music Group at Disney (CA, US)
- Andriod Audio Engineer – Audio Technology Licensing at Bose (China)
- Digital Signal Processing Engineer – Audio Technology Licensing at Bose (China)
- Embedded Developer – Audio at General Motors (Canada)
Bonus: The Audio Jobs Facebook and LinkedIn groups also have opportunities below.
- Sound Design Team Manager at IKG (Georgia)
- Sound Designer at IKG (Georgia)
- Audio Producer (Freelance) at Preston Street Films (UK)
- Sound Designers (2 roles, 3-4 week contract – DM Glen Gathard) at Molinare (UK)
- Freelance Sound Designer (motion design projects – DM Kevin Manley) at JKM Art (CA, US)
- Sound Designer at FrameFry Studios (India)
- Audio Department Head at 46 Entertainment (TN, US)
- Acoustics Intern (multiple roles, Jan-Sep 2027) at Apple (CO, US)
- Principal DSP Software Engineer (Audio Applications) at Renesas Electronics (Greece)
- Principal Acoustic Engineer at Sonos (Netherlands)
- Acoustic Engineer, Consumer Device Hearables at Google (CA, US)
- Head of New Business and Creative Partnerships (Part Time / Full Time) at Erased Tapes Music (UK)
Happy job hunting! Best wishes from Asbjoern and Adriane.
Highlight – sound stories this week:
Company: Behaviour Interactive
Location: Canada
Behaviour Interactive is hiring a Senior Sound Designer for the Dead by Daylight team at its Montreal studio, a hybrid role in the company's Original Games unit. You'll design and implement audio for characters, objects, and environments, build audio systems in Wwise and Unreal Engine, and record, edit, and refine sound effects and voice-over elements. They're after at least 5 years of experience covering the full production cycle of multiple games, plus a portfolio that shows your sound design work.
Company: Tesla
Location: CA, US
Tesla's Audio and Acoustic Engineering team is growing, and is looking for engineers in Palo Alto to support its infotainment products, with responsibility for acoustics, loudspeakers, and signal processing. They're flexible on leveling, from junior through Staff+, so it's worth a look wherever you are in your audio hardware career. The opening was shared in the LinkedIn Audio Jobs group, so you’ll need to be a member of the group to view the original post.
Company: Ubisoft Montréal
Location: Canada
Ubisoft Montréal is searching for a Voice Designer for the Far Cry brand, a permanent, office-based role on a AAA production built in the Snowdrop engine. The job covers voice-over systems and dialogue pipelines from motion capture pre-production through in-engine implementation and debugging, in both gameplay and cinematics, and they want advanced experience with voice-over implementation workflows from AAA or large-scale productions, plus solid Wwise integration skills.









