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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