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Supermassive Games

Audio Director

Guildford
Posted about 20 hours ago
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Supermassive Games

Supermassive Games have produced some of the most recognisable and compelling storytelling titles in the world of AAA games. The BAFTA-winning Until Dawn, the cinematic masterclass of The Dark Pictures Anthology, the multi-award winning The Quarry, the action-packed rollercoaster horror VR titles Switchback VR and Rush of Blood to the world of Little Nightmares III, and many more!

We're looking for an Audio Director to own that experience end to end: shaping the sonic identity of one of our projects, leading an external audio team, and working hand-in-hand with our creative directors, designers and narrative leads to make sound a driving force in how our stories are told.

About us

We're a studio of around 170 people based in Guildford, part of the Nordisk Film group. The games we make matter to us deeply - and so do the people who make them. We're committed to being an inclusive employer where everyone feels able to bring their whole self to work. We celebrate what makes people different, and we actively want fresh thinking and new perspectives. If you see things differently, that's a reason to apply.

The role

This is a project-level Audio Director role, reporting into the Executive Producer of your project. Working closely with the Creative Director and wider Direction and Production teams, you'll be responsible for making sure the sound of the game actively serves the creative vision, from gameplay feedback to cinematic storytelling.

You'll own the audio vision and strategy for the project: shaping the sonic identity, driving the technical implementation in Wwise and Unreal, and working with production to plan audio delivery across every milestone.

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You'll be leading and coordinating our external audio partners, briefing them, holding the quality bar, and making sure their work lands cohesively inside the game. This is a role that blends creative direction with hands-on craft; you'll need to be comfortable setting the vision and just as comfortable getting into the detail of a mix or an implementation problem when it matters.

We're looking for someone who's led audio on a project before, or who's ready to step up into that ownership, a strong sound designer or audio lead with the technical depth, the creative instincts, and the confidence to direct the sound of a whole game. If you've got the craft and you're hungry for the scope, we want to hear from you.

What you'll be doing

  • Defining and driving the audio vision and strategy for a project, aligned to the studio's wider creative goals
  • Building a cohesive sonic identity across gameplay and cinematics
  • Working closely with creative directors, producers, designers and narrative leads to support storytelling through sound
  • Overseeing audio implementation in Wwise and Unreal Engine
  • Owning audio planning across all project milestones
  • Managing end-to-end audio asset creation, SFX, dialogue, Foley, ambience, and original or licensed music
  • Leading and mentoring the external audio team and other audio partners
  • Refining our audio pipelines, workflows and documentation as you go

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What we're looking for

There's no fixed checklist here. We care more about the quality of your experience than the quantity, and we're happy to talk to candidates who don't tick every box. That said, here's what a strong candidate looks like:

  • A strong track record owning audio direction across a full project lifecycle, working cross-discipline to deliver at every stage
  • Expert-level Wwise skills and strong Unreal Engine literacy (Sequencer, Blueprints)
  • Advanced sound design and editing skills, original SFX, Foley and ambience, recorded and synthesised
  • Confident use of DAWs (Reaper or equivalent) for editing, mixing and mastering
  • Experience collaborating with composers and designing interactive music systems
  • A solid grasp of spatial audio (Dolby Atmos, ambisonics, binaural) and environmental audio balancing
  • Comfort presenting ideas to senior leadership and external partners
  • Leadership experience, you know how to get the best out of people, not just out of a mix

Nice to have: music composition/licensing experience, scripting familiarity (C#, Lua) for audio implementation, or MetaSounds experience.

Why join us?

  • 25 Days Annual Leave (3 of which are used when we close the studio for our end of year break)
  • Private Medical Insurance (BUPA)
  • Medicash assistance (Including dental and optician support)
  • Life Assurance (6 x annual salary)
  • Pension Scheme
  • Employee Assistance Programme
  • Income Protection
  • Enhanced Family Leave (maternity and paternity pay)
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Skills

Audio Direction
Wwise
Unreal Engine
Sound Design
Mixing and Mastering
DAW Proficiency
Spatial Audio
Leadership
Interactive Music Systems
Foley
Ambience
Audio Implementation
Project Planning
External Partner Management
Blueprints
Sequencer

Location

Guildford, England, United Kingdom

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