Sound Design
Sound design covers the audio a game makes: effects, ambiences, interface sounds and the way they are mixed and triggered in the engine.
The craft has two halves. One is making the material, from recording and synthesis to editing. The other is integration: getting a sound to play at the right moment, at the right level, with enough variation that it does not become tiring after the twentieth time.
That second half is what middleware is for. Wwise and FMOD handle the states, parameters and mixing, and engine blueprints connect them to what happens on screen. A sound designer who can only deliver files will depend on somebody else for the part that decides how it sounds in play.
Audio roles range from a single designer covering everything to specialists next to a dedicated audio programmer, so the amount of integration work differs from studio to studio.
Where these positions are: Kraków (3 positions), Barcelona (1 position), Berlin (1 position), Munich (1 position)
Open positions for Sound Design (6)
Lighting Artist
Audio Lead
Staff Software Engineer
Develop at Ubisoft Mentorship - Audio 2026-2027
Senior Sound Designer
