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About the Company:

Monstronauts is a game development company and publisher from the Philippines, with flagship projects that focus on time management for mobile. With an established track record of crafting top-notch games, our seasoned in-house team has been putting the impossible into play since 2015.

About the Role:

Monstronauts is seeking an Audio/SFX Designer to build the sound of our mobile games with the emphasis firmly on sound effects. This role covers designing, producing, and implementing SFX that make every tap, combo, and level completion feel satisfying, while working within the memory, file size, and playback realities of mobile devices. You'll own the sound effect library end to end, from creation through implementation and mix.

Note: This is not an active opening, we're building a talent pool. Applicants must be based in the Philippines.

Key Responsibilities:

  • Design, record, synthesize, and edit sound effects for UI, characters, props, environments, and game feedback
  • Implement audio in Unity, including triggers, variation, randomization, and layering to avoid repetition fatigue
  • Mix and balance game audio for mobile playback, small speakers, earbuds, and noisy environments
  • Optimize audio assets for memory and build size through compression, format, and channel decisions
  • Maintain a clean, well-organized, consistently named SFX library and asset pipeline
  • Partner with designers and artists to tune game feel, making sure audio lands in sync with animation and player input
  • Produce audio for marketing materials, trailers, and store assets as needed
  • Handle light music work: editing, looping, stem management, and coordinating licensed or outsourced tracks

Skills and Experience:

  • 2+ years in game audio or sound design, with a reel or portfolio demonstrating SFX work
  • Strong proficiency in a DAW (Reaper, Pro Tools, Ableton, Logic, or similar) and standard editing and processing techniques
  • Solid grasp of mobile audio constraints, compression formats, memory budgets, mono vs. stereo decisions, and voice limits
  • Practical experience implementing audio in Unity
  • Good sense of timing and game feel; understanding of how audio reinforces player feedback loops
  • Organized approach to asset naming, versioning, and delivery

Plus Points:

  • FMOD or Wwise experience
  • Field recording and original foley work
  • Shipped mobile titles, especially casual or time management games
  • Some composition or adaptive music ability, even if it isn't your main focus
  • Voice-over direction, editing, or processing experience
  • Basic scripting in C# for audio systems

Send your cover letter, CV, and portfolio through: