Minor contribution (2 weeks) Additional sound design supervision Sony 2019 PS4
Minor contribution Localisation FX Processing Sony 2018 PS4
Game audio | Projects
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Blood & Truth (2016-2019)
Studio Sony London Studio - London, United Kingdom
Platform PS4 - PSVR
Sony PlayStation VR
Sony PlayStation VR
Sony PlayStation VR
Sony PlayStation VR
Supervising Sound Designer
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Blood & Truth represents the challenge of delivering the first ever AAA VR title.
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It is certainly the most difficult project I have ever worked on, where all disciplines had to pioneer new technologies in a new media, and deliver high volumes of quality content at the same time.
I was responsible for the audio direction, the mix and the sound design of some key areas of the title.
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Key Responsibilities
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Responsible for the sound of the title - creative direction
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Establishing a unique, research-based audio vision
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High level production - scheduling audio team work to deliver our vision against deadlines
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Overseeing, mentoring a team of 7 sound designers
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Collaboration with in-house audio programmers to design bespoke toolsets and features for innovative audio
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Audio design: previs to support audio vision, cinematic moments
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Mixing: Wwise - Ambisonics and objects - binaural rendering for headset, 7.1 for social screen
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Recording foley for the game's arsenal @Pinewood Studios
Recording foley for the game's arsenal @Pinewood Studios
Recording foley for the game's arsenal @Pinewood Studios
Recording foley for the game's arsenal @Pinewood Studios
WipEout Omega Collection (2016-2017)
Nominated for Best Music Design - Develop Awards 2018
Studio Sony Xdev | Clever Beans, EPOS
Platform PS4, PSVR
PS4 - Sony PlayStation - 2017
PS4 - Sony PlayStation - 2017
PS4 - Sony PlayStation - 2017
PS4 - Sony PlayStation - 2017
Supervising Sound Designer
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WipEout Omega was a dream project for me, as I am a fan of the franchise. Being responsible for the audio direction of this title was a great responsibility.
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It involved remastering/recreating legacy content as well as designing an exciting fresh soundscape to modernise the iconic PlayStation franchise.
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Key sonic elements such as ships engines, weapons, ambiences and crowds have all been redesigned from the ground up.
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There was also the visceral, critically acclaimed VR experience for which we created bespoke, high-quality content and implementation, based on our VR audio expertise.
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​Key responsibilities:
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Responsible for the sound of the title - creative and technical direction
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Overseeing up to 6 sound designers - internal and external resources
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High level production - schedule audio team work to deliver the audio vision against clients deadlines/budgets
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Soundtrack - dynamic surround up/downmix, dynamic stems sidechaining system
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Design of new sound effects - mainly ships, weapons
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Remastering of legacy sound effects and voice overs (WipEout HD, Fury and 2048)
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Implementation: Wwise, Scream
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Mixing: stereo, binaural, 7.1 surround (Wwise)
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Mastering: Sulpha and Wwise
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Play-testing and audio QA, optimization (Wwise)
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Talked at Develop 2017- creative process, pre-production methods and best practices
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Talked at London Music Sync Sessions 2017 - sound design and music in WipEout
PlayStation VR Worlds (2014-2016)
Nominated for Best Sound Design and Best Music Design - Develop Awards 2017
Studio Sony London Studio - London, United Kingdom
Platform PS4 - PSVR
PS4 - Sony PlayStation VR - 2016
PS4 - Sony PlayStation VR - 2015
PS4 - Sony PlayStation VR - 2016
PS4 - Sony PlayStation VR - 2016
Senior Sound Designer
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This project has been a unique opportunity to experiment very early on the VR medium (launch title), through a wide variety of experiences and narrative themes.
We have pioneered VR audio for PlayStation, contributing to the platform from a creative and technical point of view. I was responsible for sound design and implementation (within a team), following direction of Supervising Sound Designer (Joanna Orland).
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PlayStation VR Worlds is still considered one of the best VR titles available. It is a collection of 5 different VR experiences:
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The London Heist
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Ocean Descent (The Deep)
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Scavengers Odyssey
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Danger Ball
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VR Luge
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​Key responsibilities:
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Involved in the development of audio tools and the PSVR platform
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Audio design: weapons (present and future), vehicles (present and future), destruction, cinematic moments, UI, sci-fi, abstract sounds, VO processing
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Implementation: Wwise, Unreal, Sony London Studio in-house level editor, Morpheme, Popcorn
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Procedural asset implementation, especially for weapons and destruction Go to demo reel
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Mixing: binaural, stereo, surround (Wwise)
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Audio for 360° videos (Higher Order Ambisonics, Reaper) Go to 360 video
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Linear media - PlayStation VR Worlds announce trailer + promo trailers
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Play-testing and audio QA, optimization (Wwise)
Sony WWS CSG London - Audio
On the third and final day of E3 2015, the legendary Steven Spielberg came to check out The London Heist. He thought it was amazing and said, "it was the most immersive game I've ever played". What a way to end the show !
Sony WWS CSG London - Audio
Hardware: Rivals (2014-2016)
Studio Sony Connected Content Group - London, United Kingdom
Platform PS4
Genre Online multiplayer vehicle combat
PS4 - Sony PlayStation Network - 2016
PS4 - Sony PlayStation Network - 2016
PS4 - Sony PlayStation Network - 2016
PS4 - Sony PlayStation Network - 2016
Senior Sound Designer
It was a lot of fun to work on this bombastic, action-packed game.
My focus was the give the players a really satisfying gameplay experience with audio. It was also a great opportunity to learn through the challenges of an online multiplayer shooting / racing title.
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I was responsible for the audio of the whole title, as I was the only sound design resource.
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Audio design: weapons (present and future), vehicles (present and future), destruction, cinematic moments, UI, sci-fi, abstract sounds, VO processing, ambiences, foley, physics objects
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Implementation: Wwise, Unreal
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Procedural asset implementation, especially for weapons and destruction
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Mixing: stereo, surround (Wwise)
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Mastering: Sulpha (PS4)
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Play-testing and audio QA, optimization (Wwise)
Microsoft HoloLens - Fragments, Young Conker (2013-2014)
Studio Asobo Studio - Bordeaux, France
Editor Microsoft Studios
Platform HoloLens
Genre 1st person crime thriller (Fragments) | 3rd person action platformer (Young Conker)
2016
Microsoft HoloLens - 2016
Microsoft HoloLens - 2016
2016
Sound Designer
Involved very early in the development of HoloLens, this project has been my first experience with an HMD device and binaural audio.
While this was naturally a technical challenge, I found the creative challenges way bigger.
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Designing sounds for the best support of HRTF, and sounds which would work in Augmented Reality. The AR players were expected to also hear their real life environment (as opposed to VR where we are fully immersed in the virtual world).
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I was responsible for the audio design and implementation of several projects and prototypes, following the direction of Audio Lead (Aurélien Piters).
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Audio design: weapons, sci-fi, ambiences, UI, in-game cinematics, VO, characters, foley
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Linear video post-production (internal promo/trailers), audio restoration
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Implementation in level editor (in-house), animations (in-house), scripts
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Authoring, stereo and binaural mixing (Wwise)
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Play-testing and audio QA (Wwise profiler, in-house tools)
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Documentation for clients - design, production (Microsoft)
Kinect Rush: A Disney Pixar Adventure (2011-2012)
Studio Asobo Studio - Bordeaux, France
Editor Microsoft Game Studios
Platform Xbox 360 (Kinect)
Genre 3rd person action adventure
Sound Designer
This project was an amazing opportunity to work on 5 Pixar worlds.
It was a great responsibility to adapt the soundscapes of those iconic films into interactive experiences.
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We were fortunate to work with signature sounds from the movies (Skywalker Sound). It was especially interesting to see how those sounds were designed, and how they could (or couldn't) translate into the game's world.
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I was responsible for audio design and implementation, following the direction of Audio Lead (Aurélien Piters) and Microsoft Game Studios Audio Director (Boyd Post)
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Audio design: ambiences, characters, foley, physics objects, destruction, sci-fi, vehicles, UI, in-game cinematics
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Implementation in level editor (in-house tool), animations and scripts
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Authoring, 2.0 and 5.1 mixing (Wwise)
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Extensive use of real time parameters (Wwise RTPCs, Wwise SoundSeed)
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Animators audio implementation follow-up (in-game animations and cinematics)
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Documentation for clients (Microsoft, Disney, Pixar) and outsourcing (Dynamedion, Skywalker Sound)
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Play-testing and audio QA (Wwise profiler, in-house tools)
Other / Indie games (2007-2014)
Studios Asobo Studio, Ubisoft, ADX Studios, 3dar, iTolosa, Odyssud
Platforms PS4, PS3, Xbox 1, Xbox 360, Wii, PC, iOs, Android, experimental setups and devices
Animation and UI sound design | in-house Tools: in-house tools / Wwise Platforms: PS4, PS3, Xbox1, Xbox360
Sound design, music mastering | freelance Audio not implemented by myself Tools: Unity Platform: iOs, Android, augmented reality
Sound design, music | student My very first game audio project. Tools: Blender Platform: PC
Animation and UI sound design | in-house Tools: in-house tools / Wwise Platforms: PS4, PS3, Xbox1, Xbox360
Here is a compilation of earlier, smaller projects which contributed to my experience as I was discovering game audio or working as a freelancer.
Hover the pictures for more information about each project.