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Audio C++ Software Engineer - Maxis
3 years ago
Maxis
At Maxis, we excel at outrageous thinking. It's the fuel that inspires the best games in the world. We're trailblazers and great storytellers. But it's not just about amazing your peers – it's about amazing yourself and our fans. Take risks. Work with dazzling minds and dare to dream big. Together, we can change the way millions play every day. The Sims 4 has an extremely unique player base, with 60% of our audience being women between the ages of 18-24. We are looking for someone with deep insights on how to create the best experience for our players.
High-level
You will report to a Development Director. An Audio Engineer, you will work on audio-related tasks within the game. The work ranges from setting technical requirements to production development and creation of custom audio tools. Most of the work will be done with Wwise and Unreal authoring environments, some tasks to be performed in Unreal Engine Blueprints or C++. Production platforms include desktops, mobiles, and consoles. Possible interactions with projects using other engines or development environments.
Role Requirements
Please note that you do not need to qualify for all requirements to be considered. We encourage you to apply if you can meet most of the requirements and are comfortable opening a dialog to be considered.
- Working knowledge of audio engineering
- Experience with principles of 3D audio
- Understanding of game design
- Understanding of impact of 3D geometry and art assets on audio
- Understanding of proceduralized animation system as related to audio possibilities
- Experience with Wwise workflow
- Experience with Unreal Engine
- 5 years of working C++ experience, knowledge of modern C++ concepts
- Experience with performance measurement tools
- Experience with complex system design
- Ability and experience documenting specifications
- Experience with mobile and console platforms is suggested
- Knowledge of machine learning techniques is suggested
Role Expectations - Promote development of the following:
- Custom Wwise software development
- Audio content conventions
- Audio content pipelines
- Integrate audio pipelines into the project build systems
- Audio performance
- Cross platform asset scaling
- Audio DSP as related to Wwise and other audio engines
- Design and implement listener models
- Design and implement occlusion/obstruction models
- Animation driven audio systems and Audio-driven animation systems
- Environmental and ambient audio models
- Procedural audio
- Lip syncing systems
- Audio models related to visual effects systems
- Interactive music and adaptive music systems
- UI connected audio
- Audio accessibility features
- Support for user submitted content and related concerns
- Use machine learning in audio content and runtime
- Coordinate with other disciplines to support audio tech development
- Inter-project technology sharing
- Troubleshoot audio-related issues
- Document audio technology
- Specify requirements for audio and audio-related tools
The Audio Engineer will manage features on all stages from prototype to production; also expected to be a contact point with the central audio team or teams. The Audio Engineer will understand interdependencies between audio and a variety of other disciplines (Ex - Art/Animation) and work collaboratively towards developing solutions that harmonize their needs.
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