We’re Litio Games, a small remote studio building PARAXIMA, an asymmetric co-op investigative horror
game for PC, made in UE5. 1–3 players, asymmetric roles, and a reactive Entity that responds to how the
team behaves. Think paranormal thriller, not jump-scare chaos.
We’re heading toward Early Access and need a Mid-Level Sound Designer who can work across both
creative sound design and technical implementation.
This is not an asset-only role. You’ll take audio from idea and prototype through implementation, testing,
and final in-game polish.
About the work
- Audio in PARAXIMA carries atmosphere, gameplay feedback, and systemic information.
- You’ll create and edit sound effects, ambiences, and interactive audio; prototype and implement audio
systems in UE5 using Blueprints; and help develop a modular, maintainable audio architecture.
- You’ll work closely with design, engineering, and art, iterating directly in playable builds and finding
practical audio solutions that support gameplay as well as the game’s atmosphere.
You should have
- 2+ years of professional game audio experience and experience taking audio from prototype to production; a shipped PC or console title is strongly preferred
- Strong sound design, editing, processing, mixing, and implementation skills
- Strong UE5 or UE4 knowledge, including Audio Components, attenuation, spatialization, Submixes,
MetaSounds
- Blueprints at a practical prototyping level: Actor Components, event graphs, interfaces or
dispatchers, reusable logic, and the ability to read existing Blueprint graphs
- The ability to design, prototype, and maintain modular audio systems driven by gameplay
- Strong proficiency in a DAW; Reaper is preferred
- Experience working with version control, such as Plastic SCM, Perforce, or similar
- Fluent English - it’s our team language
Nice to have: experience with co-op games, horror, diegetic audio, or systemic gameplay.
Who you are
- You can move comfortably between creative and technical work. One day you may be designing an Entity
reaction or environmental soundscape; the next you may be debugging Blueprint logic, restructuring an
Audio Component, or discussing system dependencies with an engineer.
- You care about whether audio supports gameplay, readability, and player experience - not only whether it
sounds good in isolation.
- You take ownership of your work, communicate blockers early, and stay visible in a remote environment.
You’re honest about what isn’t working and constructive about how to improve it.
Who we are
- Remote-first and multinational, primarily based across Turkey and Poland. We work Monday–Friday with
daily sync overlap and weekly team playtests.
- We’re a small team and believe in the indie spirit where every member brings the best of themselves to the
game. Strong communication, collaborative instincts, ownership, and proactive thinking matter as much as
technical capability.
Contract: Independent Contractor Agreement - B2B, paid in USD
Compensation: Discussed privately with shortlisted candidates
Please apply with your CV and portfolio or demo reel. Include at least one example demonstrating in-game
implementation or interactive audio thinking, rather than only linear sound redesigns.