Sound Design Projects
Sound Design Projects
Unannounced Ubisoft AAA game. I worked on audio for the genrerative systems of the game : Physic-based systems, VFX systems. From Technical design and implementation in engine, to Sound Design production and implementation in Wwise.
I worked in an audio team environment (5 people).
I was Technical Owner on these audio subjects, and as such I was also tasked with documentation, and talking with the other technical owners of the team (Tech art, Tech anim, Gameplay prog and game architecture leads).
I also ensured that my systems didn't break the performances with profiling, constant peer-review and communication with the rest of the team.
Saudade is a 3D isometric exploration/puzzle game set in the 60' in Portugal that explores childhood memories and themes.
My student game for the last year of the Enjmin Master's degree. We are a team of 11 people, I was in charge of audio. We uses Wwise to implement the cozy and emotional sounds and music of the game.
More about the project on our first jury presentation
My student game for the first year of the Enjmin Master's Degree. Made with a team of 5 people in 3 months.
Pendrillons is a 2D narrative game set in an interactive theater play.
I handled all the sound aspects of the game. We used Wwise for the implementation, which enabled me to craft :
Modular Audience Reactions. All sounds from the audience are small bits recorded in our school. This allowed us to make the audience feel alive, avoid redundancy and make precise changes to fit the mood of the gameplay moments we wanted to create.
Modular Ambiances. With a Bed/Random elements system, we managed to breathe life into the theater venue.
Voiceover. I handled the casting, recording, derush, editing, QA and implementation of the 1h of ingame dialog.
More about the game : here are a trailer, the itch.io page and a longplay
Chouquillantou is a 2D single player puzzle platformer.
As an external consultant for this game made by 4 game art students from Emile Cohl Lyon, I defined a sound direction, created sound assets and implemented them, as well as the music made by Arthur Bussone, in-engine with Wwise.
More about the game : here is the itch.io page
As an intern at G4F, I worked under the guidance of Edwige Livet and Victor Ruelloux to craft ambiances and sound effects for the game. My missions were to match the existing tone of the game, and fit with the existing sound effects to create a cohesive experience for the players.
Goofy Crab is a one-week school project that you can play with your breath. Blow in to drift to the right, Blow out to drift to the left !
I was in charge of music, sound design and integration (in Wwise).
I did a bit of freelance sound design for a dutch game developper I met during my game jams, Johan Faas. I worked on gun sound effects mostly, for an indie roguelike Top-Down Shooter. Blending retro 8bit-style and realistic modern weapon action sounds, the game is based on the absurdity of having firearms in a medieval-fantasy setting.
A platformer-balance game about tea for GGJ 2023
A puzzle game about being a dice for GMTK Jam 2022
A top-down shooter about being a sheriff for GMTK Jam 2021
A 2D platformer for the Playdate Console. Old school sounds !