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SFX Artist / Musician

Make the game feel alive. Cartoony, tactile sound. Original music. If you do both, great — if you specialize in one, also great.

The sound of crash.party

Cartoony and tactile. Everything has physical weight — toys colliding, rubber squeaking, springs bouncing. The audio personality matches the visual: bright, toylike, bouncy, slightly over-the-top.

The thwop of a ball hitting a character. The boing of a jump. The pop of a pickup. Not going for realism — going for feel.

Music vibe: playful, energetic, catchy. Saturday morning cartoons meets party playlist. Upbeat without being exhausting. Catchy without being annoying on repeat — players will hear these tracks many, many times.

What you'd be creating

Game SFX

Each microgame gets its own sound set. Games are short, so every sound matters.

  • Player actions: jumping, dashing, grabbing, throwing, sliding
  • Collisions: player-to-player, player-to-obstacle, player-to-ground
  • Pickups, power-ups, score events
  • Hazards: falling, splashing, bouncing off bumpers
  • Game-specific: fishing reel, balloon pop, engine hum, buzzer

Platform SFX

  • Countdown: 3-2-1-GO — the heartbeat of the game. Plays before every microgame, needs to feel like a rocket launch every time
  • Results & celebrations: Win fanfare, confetti burst, point tallying
  • UI: Button clicks, menu transitions, ready-up, notifications
  • Lobby ambience
  • Narrative moments: Streak announcements, rivalry callouts, upset celebrations

Music — lobby

Warm, inviting, low-key groovy. Has personality but doesn't compete with voice chat. Plays a lot — needs to wear well on repeat.

Music — microgame themes

Short, loop-clean tracks that establish mood fast. Each game has its own personality; they all need to feel like they belong to the same game. Consistent production, unified sonic palette.

  • A frantic chase track for an obstacle course
  • A tense, ticking rhythm for a precision puzzle
  • A bouncy, silly theme for slapstick physics
  • A dramatic build for last-person-standing

Music — platform

Countdown build, results/victory theme (10–15s of payoff), menu/title music.

Style reference

  • Fall Guys — bouncy, physical, satisfying impacts
  • Mario Party / Mario Kart — catchy themes, distinct per stage, unified feel
  • Katamari Damacy — joyful, weird, impossible not to smile
  • Wii Sports era Nintendo — clean, bright, feel-good
  • Kirby — bouncy, warm, melodic

Not chiptune. Not EDM. Not orchestral. Somewhere in the space of "polished, catchy, playful pop/funk/game music." If you closed your eyes, you'd know this is a colorful party game about toys crashing into each other.

Technical

  • Delivery: WAV masters + compressed web formats (OGG/MP3)
  • Browser-hosted — file size matters. SFX should be punchy and short, not long tails
  • Music streams, so size is less constrained there
  • 8 players on screen at once — sounds need to layer without turning to mud
  • Music plays alongside voice chat — keep it light in the vocal frequency range
  • Most microgame themes loop for the game's duration; some tracks use intro + loop structures

What we're looking for

  • Portfolio/reel showing game sound design, cartoon/media work, or similar playful output
  • If music: can write catchy, short-form tracks that loop well; good production quality
  • If SFX: ability to make sounds feel physical and tactile — toylike, not sci-fi or realistic
  • Good instincts for game feel — audio is half of what makes an interaction satisfying
  • Comfortable working iteratively and taking direction on mood/energy
  • Able to deliver at a steady pace as we produce new games

Sound like you?

Send a reel. Tell us which game or film has the best sound design, and why.

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