Overview
Career advice in game audio is mostly opinion, because the people giving it are describing the path they took. Job postings are different: they are what an employer wrote down at the moment they were about to spend money, and they can be counted. This page reads one such count, a systematic analysis of 142 game audio postings collected between April and July 2026, and states what it found, what it deliberately excluded, and the two places where its numbers mean something narrower than they look. It is the only discipline on this site for which data of this kind could be found, and the last section says what was looked for and not found.
Kit and Prerequisites
- Nothing to follow along with. This is a reference page rather than a workflow
- A tolerance for the fact that a sample of 142 is a sample and not the market
Working Through It
Know what was counted before reading any number
The sample is 142 postings found between 21 April and 14 July 2026, across roughly 90 studios, drawn from 217 companies' own career pages plus aggregators and specialist boards, covering 26 countries. Roles that were primarily audio programming were excluded, so this describes sound-creative work. The analysis itself notes that it likely undercounts small indie and mobile employers, and that freelance work is largely invisible because it is rarely posted at all.
Expect the market to be mid-level and senior
Senior, principal, lead or director roles were 39.4 per cent of postings. Mid-level and general roles were 54.2 per cent. Entry-level positions and internships together were 9 postings out of 142, which is 6.3 per cent, and all but one of them was outside the United States. If you are trying to enter the field, that is the finding, and it is not softened anywhere in the source.
Expect the job to be sound designer
After normalising job titles, sound designer roles at all levels accounted for more than seven in ten postings. Sound designer alone was 32 per cent, senior sound designer 15 per cent, lead 11 per cent. Composer or composer and sound designer combined was 8 per cent, audio director 6 per cent, dialogue and voice roles 6 per cent.
Treat implementation as part of the craft, not an extra
Across sound designer postings, implementation was named as often as Wwise, at 59 per cent each. The work being advertised is not producing audio files and handing them over. It is getting sound into an engine, testing it in context, revising it and documenting it, and the postings describe that as the job rather than as a bonus.
Read the tool percentages as mentions, not requirements
This is the most misread figure in any analysis of this kind. The source counts a tool as present if it appears anywhere in a posting, including in a nice-to-have list. Of the 88 postings mentioning Wwise or FMOD, only 36 said Wwise was specifically required and 5 said FMOD was. Most used a phrase like "such as FMOD or Wwise", which says the concept matters more than the product.
Notice that 38 per cent named no middleware at all
More than a third of postings did not mention Wwise, FMOD or any other middleware. That is a large minority, and it is the strongest available argument against organising your learning around one tool.
Expect to be in a building
On-site attendance was required in 68.3 per cent of postings, with remote at 7.7 per cent and hybrid at 6.3 per cent. The source notes this is most pronounced in Asia and at many European studios, and that audio outsourcing firms and US postings are more likely to offer flexibility.
Read the salary figures as two states, not as a market
Just under a fifth of postings disclosed a range. The majority of those were in California or Washington, both of which require a posted salary by law, covering Los Angeles, San Francisco and Seattle. The reported range across the sample was $43,200 to $353,000 with a median range midpoint of about $145,000, and the source states directly that this should not be used as a guide for other states or countries.
Notice where the source points for salary instead
The same publisher runs a practitioner survey, most recently 654 usable responses collected worldwide between 1 May and 15 June 2025, and its own postings analysis says that survey is the better indication of pay as a whole. If pay is what you came for, that is the document to read.
Take the soft skills seriously, because the count does
Collaboration or cross-discipline work appeared in 109 of 142 postings and communication in 87. Those rates are higher than any tool. That is a fact about what employers wrote, and it is consistent with a job whose output has to survive contact with designers, engineers and a build.
Worth knowing:
- One sample is one window. This is three months of 2026, weighted towards larger studios and aggregated boards, and it says so itself.
- The casino and arcade segment was 9.2 per cent of postings and is rarely mentioned in game audio career discussion. The source notes those studios are less likely to require a shipped AAA title.
- Audio outsourcing and services firms were 7.1 per cent of postings and are among the more likely to advertise remote work.
- A percentage without a denominator is not a finding. Every figure on this page has one beside it, and figures elsewhere that do not should be treated with suspicion.
Knowledge Base
Reference Notes
Two tables carry most of the detail. They are kept separate from the argument above so that a later edition can replace the numbers without the surrounding prose needing to be rewritten.
The numbers, isolated
All figures are from the 2026 postings analysis, sample 142, collected 21 April to 14 July 2026. Skill percentages are the share of postings in which a tool or skill appears at any level, including as a preference.
| Measure | Count | Share |
|---|---|---|
| Senior, principal, lead or director | 56 | 39.4% |
| Mid-level or general | 77 | 54.2% |
| Entry level or internship | 9 | 6.3% |
| Full-time employee | 116 | 81.7% |
| Contract or fixed term | 21 | 14.8% |
| On-site required | 97 | 68.3% |
| Remote | 11 | 7.7% |
| Hybrid | 8 | 6.3% |
| US-based postings | 45 | 31.7% |
| Skill or tool | Share of postings |
|---|---|
| Wwise (sound designer postings) | 59% |
| Implementation required (sound designer postings) | 59% |
| REAPER (sound designer postings) | 43% |
| Unreal Engine (sound designer postings) | 42% |
| Pro Tools (sound designer postings) | 37% |
| FMOD (sound designer postings) | 35% |
| Scripting (sound designer postings) | 33% |
| Unity (sound designer postings) | 24% |
| Collaboration or cross-discipline (all postings) | 77% (109/142) |
| Communication (all postings) | 61% (87/142) |
| Project planning or scheduling (all postings) | 33% (47/142) |
| Problem solving (all postings) | 32% (46/142) |
| Portfolio or demo reel (all postings) | 27% (39/142) |
| Shipped title or production experience (all postings) | 27% (38/142) |
What this page does not cover, and why
This is the only discipline on the site with a page of this kind, and that is a finding rather than an oversight. A survey on 30 August 2026 looked for a comparable counted postings analysis for video, post-production, broadcast, podcasting and photography, and found none that was public, counted and readable.
Two of the sources most likely to hold one could not be read at all: the ScreenSkills research index and the US Bureau of Labor Statistics both refuse automated requests. Their absence here is a statement about access, not about whether they exist, and it should be re-checked by hand rather than treated as settled.
One other source was read and is a different kind of evidence. The Creative Industries Skills Audits, published in the UK in May 2026, asks employers what skills they are short of across eleven creative sub-sectors. That is a survey of opinion rather than a count of advertisements, and mixing the two would produce a comparison between what employers say and what employers do. Those are both worth knowing and they are not the same measurement.
Where This Fits
Most of these postings ask for mixing skill, and Mixing a Full Song covers the full mix workflow they assume.
FAQ
Q: Does this mean I should learn Wwise?
A: It means Wwise appears most often, and that 38 per cent of postings named no middleware at all while most that named two used a phrase like "such as FMOD or Wwise". Learning one properly teaches concepts that transfer, which is what the wording of the postings suggests employers are actually after.
Q: Why are there so few entry-level jobs?
A: The sample found 9 out of 142, and all but one was outside the United States. The analysis does not explain the cause and neither will this page. What it does show is that entry through advertised postings is narrow, which makes the unadvertised routes, outsourcing houses, casino and arcade studios, and smaller developers, proportionally more important.
Q: Is $145,000 what game audio pays?
A: No. That is the median midpoint of disclosed ranges from postings that were mostly in California and Washington, two states that require a posted salary, covering three of the most expensive US metropolitan areas. The source itself says not to use it as a broad guide and points at its practitioner survey instead.
Q: How current will this stay?
A: The sample is a three-month window in 2026 and the page is tagged and dated accordingly. The figures are deliberately kept in their own section so a later edition replaces a block rather than the argument around it.
Q: Does the site cover jobs in other disciplines?
A: Not with data of this quality, because it was looked for and not found. The section above says exactly what was checked.
Vocabulary
Middleware Software such as Wwise or FMOD that sits between audio assets and a game engine, deciding what plays and how it changes with the state of the game. More than a third of the postings in this sample named none at all, which is an argument against organising your learning around one product.
Implementation Getting sound into the game and making it behave, as distinct from creating the sound. It appeared in as many sound designer postings as Wwise did, which makes it part of the advertised job rather than an adjacent skill.
Normalised job title A single label the analysis assigns to postings that describe the same work under different names, such as Audio Artist and Sound Designer. Without it, counting titles measures a studio's naming habits rather than the shape of the market.
Sources
Both sources below were fetched and read directly on 30 August 2026, including the postings analysis in full with both of its appendices. Two figures on this page are qualified because the source qualifies them: skill percentages count a mention anywhere in a posting rather than a hard requirement, and the salary figures come almost entirely from two US states. Checked 2026-08-30.
- GameSoundCon, Game Audio Jobs and Skills 2026: What Employers Are Looking For. The postings analysis every count on this page comes from. 142 postings, 21 April to 14 July 2026, roughly 90 studios across 26 countries, drawn from 217 companies plus aggregators and specialist boards. Appendix A publishes the job title normalisation. Appendix B states that skills are counted as present at any requirement level and that salary analysis is restricted to US postings with disclosed ranges.
- GameSoundCon, Game Audio Industry Survey 2025. The practitioner survey the postings analysis points at for pay: 654 usable responses collected worldwide between 1 May and 15 June 2025, with values converted to US dollars. It is self-report rather than a count of advertisements, and it is the ninth edition of a series running since 2014.
Both sources come from one publisher, and one sample is one window. Comparable counted postings data was looked for across the site's other disciplines on 30 August 2026 and not found. Two of the most likely holders of it, ScreenSkills and the US Bureau of Labor Statistics, refuse automated requests, so their absence here is about access rather than existence.
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