Here's your chance to get some interesting leads on exactly that, as in a series of tweets, Richard Ludlow from Hexany Audio just shared some to-the-point insights into what they look for, what works and what doesn't when they hire new members to their prolific game audio team. Here they are:
Written by Richard Ludlow and republished with his kind permission
We’re hiring for a couple of sound design roles at Hexany Audio, so I thought I’d share a bit what that process looks like at our studio. Please note: These things are true for us alone, not every studio.
We’re looking to hire video game sound designers. If your reel is 100% film and doesn’t contain anything at all from a game and your resume doesn’t have anything related to games, you’re probably not the best fit for this position.
We are 100% fine with sound re-designs that aren’t from titles you actually worked on. So long as they showcase your work, we don’t care if they are from a game you didn’t work on.
Audio-only reels are no good. We need to see sound work done to picture to tell what your creative intent was. Music, abstract soundscapes, and raw SFX without video aren’t helpful, and if you don’t have any examples of sound to picture, we’ll pass on your application.
Music, abstract soundscapes, and raw SFX without video aren’t helpful, and if you don’t have any examples of sound to picture, we’ll pass on your application
While not a factor in elimination, we don’t love reels that are entirely ‘stylized’ work. If you’re submitting all 8-bit work, spells or abstract concepts, it can be more difficult for us to gauge your abilities…
For example, we prefer a cinematic demo that is somewhat grounded in the real world, because we know what that sounds like and we can tell if you were able to successfully craft a scene that has less room for creative interpretation and a more expected end result.
Did you record everything in your reel yourself? Bonus points for creativity! But if the end result isn’t incredible, we do not favor your process over the end result. We need to know you can make something amazing & at this stage we care much less about how you did it.
Attention to detail is critical in game work. We don’t immediately eliminate you for this, but looking back, we’ve never actually hired someone who didn’t follow all of our instructions explicitly.
From here we look at your cover letter & resume. Not many things will eliminate you from consideration at this point, but one can be experience.
If we’re hiring an assistant position, it means we want someone who is a blank slate we can train. Likewise if we are hiring for a position with a ‘minimum years of experience’, we want candidates to meet that minimum. Too much or too little experience are absolutely factors
We hear from industry-seasoned candidates that they want to be considered for entry-level positions. But if we’re hiring an assistant position, it means we want someone who is a blank slate we can train. Likewise if we are hiring for a position with a ‘minimum years of experience’, we want candidates to meet that minimum. Too much or too little experience are absolutely factors.
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Assuming you got an interview, the sound test is the #1 determining factor for us in hiring
This is your chance to shine, and is the primary driving force in our hiring decisions for sound design positions. This deserves all of your love and attention.
Devote time to making your reel incredible and you’ll rise to the top for sure, even if things aren’t a perfect fit for this particular position
When hiring for our sound design positions we are very focused on the quality of your work. Devote time to making your reel incredible and you’ll rise to the top for sure, even if things aren’t a perfect fit for this particular position.
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The team at Hexany Audio has worked on franchises like Assassin’s Creed, League of Legends, Call of Duty, Overwatch, Blade Runner, Jurassic World, and many more. See their currently open positions here, and learn more about the company here
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