Develop tools for consumer game production, including launchers, data-entry utilities, Unreal Engine editor extensions, converters and checkers, while supporting middleware and OSS adoption.
About this role
This role develops sound modules using Wwise and creates tools for sound designers. The sound engineer provides runtime sound modules for game developers and improves sound production workflows through systemization, automation, and audio plugin development. Responsibilities include developing and maintaining automatic sound placement and mixing systems, creating Wwise and VST plugins to meet the needs of game planners and sound designers, and automating sound production workflows using audio signal processing technologies. Research and development are also performed to systematize sound expression and improve production iteration.
The development environment includes C++, Python, and Lua. Supported platforms include Windows, PlayStation 5, and Xbox, with Wwise used as middleware. The work also involves development with an original game engine and large-scale game development environments.
Required qualifications are knowledge of 3D audio APIs such as DirectX Audio and OpenAL, knowledge of digital signal processing, and professional experience using C or C++. Preferred experience includes game development for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X, or PC; experience using sound middleware such as Wwise, FMOD, or CRI; Windows tool development; and use of sound production tools. The role involves understanding sound designers' requests and following current research trends, with an understanding of music also among the desired qualities.
The position is based at offices in Shibuya or Meguro, Tokyo. The employment type is regular employee, although contract or commissioned arrangements may also be available.
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