Principal Audio Programmer

Frontier is an established, market leading independent developer and publisher of videogames for PC and consoles. Founded in 1994, we are based in the world-leading technology cluster and historic city of Cambridge, England. With a growing team of over 750 talented people, we are passionate about creating innovative genre-leading games and authentic worlds for our communities of players.  

We have achieved serial successes across a wide variety of titles including Elite DangerousPlanet CoasterJurassic World Evolution and Planet Zoo. We are continuing to grow our team to support our existing portfolio and an exciting and ambitious future roadmap, which includes the development of both own-IP titles and licensed-IP titles. Our IP-license partners include Universal (Jurassic World), Formula 1 and Games Workshop (Warhammer).We are also growing our team to continue the expansion of Frontier Foundry, our publishing label for games developed by carefully selected partner studios. 

We have a modern spacious studio located on the Cambridge Science Park in the heart of the Cambridge tech hub. For those who wish to relocate to the Cambridge area and work either entirely in the studio or flexibly between the studio and home, we can provide generous financial and practical support to facilitate your move. We are also able to offer remote working for those who would prefer to work almost exclusively from home or who are unable to relocate. We can discuss your preferences with you during the recruitment process.   

We are looking for a talented and energetic principal audio programmer to join our audio team in Cambridge, UK.  

This is a fantastic opportunity to join our award-nominated team delivering amazing sounds on Elite Dangerous, Planet Coaster, Jurassic World Evolution, Plant Zoo, F1 Manager and other exciting projects. We are focused on developing cutting edge in-house tech to push the boundaries of interactive audio. 

Responsibilities

  • Set the direction of audio technology across the studio
  • Create real time systems and tools that translate in-game action into beautiful audio
  • Identify, design, implement and maintain innovative audio solutions that can be deployed across a range of projects
  • Lead the drive for code quality and performance cross the team.
  • Mentor other members of the team through code, documentation and other interactions.
  • Key player on a large audio team delivering multiple titles across multiple platforms.

About you

  • Ability to write clear, reusable C++
  • Can deliver systems with excellent runtime performance
  • Track record in turning around poorly performing legacy systems
  • Experienced team player comfortable with sharing ideas  and mentoring with others
  • Holistic approach to problem solving  with an enthusiastic attitude to new challenges
  • Good listening skills and sonic awareness
  • Expert user of game audio engines such as Wwise

Audio at Frontier

  • Be part of a thriving independent studio with over 750 employees that values audio highly as a key component of our games' experience.
  • Be part of a large audio department with over 35 members focused on creating amazing sounds that push the boundaries of game audio.
  • Be part of an established audio tech team of 14 programmers and technical devs that strive to create solid, reusable systems that deliver innovative solutions deployed across multiple projects.

What we can offer you

We offer the chance to work with talented and passionate people, developing and publishing sophisticated and enduring games in a creative and collaborative environment. We love what we do, and we work hard to provide outstanding experiences for our player communities. Frontier rewards this passion and determination by sharing in the company’s success and by supporting our teams to keep doing what they love.

Well-being is a big focus at Frontier and we are continually evolving how we can support our staff. We encourage a healthy work/life balance and host a range of well-being activities, initiatives and sessions to support both mental and physical health.

We offer a competitive salary and benefits package, which includes a success-based annual bonus, share option schemes, pension, life assurance, private family healthcare, flexitime working hours, enhanced maternity/paternity package, in-house subsidised catering, support with relocation, a Cycle to Work scheme and free bike servicing, and social events.

We welcome and encourage applications from qualified candidates regardless of sex, race, disability, age, sexual orientation, gender identity, marriage or civil partnership, pregnancy or maternity, religion or belief.


Please update your cookie consent options to enable marketing cookies in order to view this form.

Renew or change your cookie consent

Top Tips

  • Designer

    Link us to reels that really show your design skills. It’s fine to choose game trailers or scenes from movies and re-design them. Annotate the work you did. Show us how good you are at storytelling with audio and your attention to detail.

  • Rigger

    Our Rigger roles are quite akin to other companies ‘Technical Audio Design’ roles, where applicants will be expected to have a great understanding of audio implementation and optimisation methods in Wwise, as well as being comfortable scripting and working in proprietary, and off the shelf engine tools.

  • Coder

    We pride ourselves at having developed a powerful audio code framework that sits between Wwise and our proprietary Cobra engine, which enables us to contextualise and streamline events and other data sent to Wwise. This has enabled us to free up the audio design team to focus on artistic considerations and not have to worry quite so much about the technical constraints of a platform. It also frees up coders to focus on more interesting and technical solutions both cross-project and any unique system requirements within projects themselves.

Meet the team

Dylan

Senior Sound Designer

Hello! I’m Dylan and I’m a Senior Sound Designer in the Audio team we have here at Frontier. My role involves creating and implementing sound effects for our games using a variety of different tools and creative processes. I first joined the company in 2017 and have been lucky to work on Elite Dangerous, Jurassic World Evolution and its sequel, Jurassic World Evolution 2.

It can be a very rewarding process, from researching and conceptualising ideas right at the start, to organising huge weapon recording sessions at Pinewood studios. It’s an incredibly creative role which always enables me to find interesting ways to implement audio into the variety of games we develop. As well as working alongside our audio code team, I really enjoy collaborating closely with designers, animators and VFX artists. As a very gregarious person, I really enjoy this part of my job.

The team is continuously growing and because there’s quite a few of us, we’re able to jump on different projects at different stages of development. It’s great to be part of an audio team that’s really good at sharing knowledge and ideas, giving constructive critique, and supporting each other during the development cycle.

Gavin

Audio Rigger

Hi there, I'm one of three Audio Riggers and part of the larger Audio Code team. It's a very broad role and hard to specify exactly what it entails, though a lot of the work involves profiling, testing and optimisation. We often work cross-project filling the gaps between the Audio Design and Audio Code creating, maintaining and optimising systems, mainly using the audio middleware Wwise. I love how dynamic the role is, my work can change daily - I could be working on room geometry one day and hooking up music the next, before optimising and balancing what happens when 20 people are firing automatic weapons at the same time.

I started in 2019 as part of the Audio QA team working closely with the audio team to profile, test and report bugs. We have an amazing QA team that value and treat each other as family, and it really showed me the value of good communication and planning within and across departments. I then had the opportunity to move into the Audio team, where I've since been able to work on almost all of the projects in development. It’s been great learning from the stellar audio team we have here and other departments throughout Frontier.