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Game Audio Engineer- Spatial and Interactive (Contract)

Groove Jones is looking for a Game Audio Engineer to build dynamic, spatial, and interactive audio systems for games, XR experiences, and real-time applications. You'll design and implement audio that responds to players, environments, and narrative in real time, using modern spatial audio tools and formats across platforms, including consoles, PC, mobile, and emerging spatial computing devices.You'll collaborate closely with designers, developers, and artists to ensure that audio is tightly integrated with gameplay, UX, and world-building, from ambient soundscapes to adaptive music and mixing.Contract role; onsite/hybrid in Dallas, TX strongly preferred, with remote considered for exceptional candidates.ResponsibilitiesDesign, integrate, and optimize real-time audio systems using audio middleware and engine-native tools such as Wwise, FMOD, and Unity Audio for interactive experiences.Implement spatial audio, room acoustics, and dynamic mixing pipelines that account for listener position, environment, and gameplay context.Build interactive audio behaviors through scripting or visual logic (e.g., C#, C++-style logic, node/graph-based tools) to drive events, states, and real-time parameter changes.Develop adaptive music systems, environmental zones, and state-based audio that react fluidly to game and user state.Profile, troubleshoot, and refine audio performance, memory usage, and streaming behavior across target platforms.Contribute to tools, documentation, and best practices that support scalable, maintainable interactive audio workflows.Requirements5+ years of experience as a game or interactive audio engineer.Eleven labs experience highly preferred Hands-on experience with at least one major audio middleware solution (Wwise, FMOD) and one or more engine-native audio pipelines (e.g., Unity Audio; experience with Apple platforms such as visionOS/RealityKit audio, AVFAudio, and PHASE is a plus).Strong understanding of spatial audio concepts such as positional audio, room modeling, occlusion/obstruction, and ambisonic or object-based workflows.Hands-on experience with at least one major audio middleware solution (Wwise, FMOD) and one or more engine-native audio pipelines (e.g., Unity Audio; experience with Apple platforms, including visionOS/RealityKit audio, is a plus but not required).Proven track record of shipping or supporting real-time projects featuring interactive or spatial audio.Proficiency in scripting or programming for audio logic (C#, C++, Swift, or similar).Familiarity with audio optimization, streaming, and runtime performance considerations for games and real-time 3D applications.Effective collaborator with strong communication skills and a detail-oriented, problem-solving mindset.Bonus SkillsExperience building audio for XR, VR/AR, or spatial computing platforms (including, but not limited to, Apple Vision Pro and other HMDs)Knowledge of Dolby Atmos, Apple Spatial Audio, ambisonics, or other immersive audio deliveryBackground in adaptive music, procedural or generative audio, or in-house audio tooling.Experience collaborating closely with technical artists or graphics engineers on tightly synchronized audiovisual systems.

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