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Dungeons and Dragons: Dark Alliance
Gameplay Combat and Monster Sounds


This video Showcase some of my work on Dark Alliance combat system.
Dark Alliance is an explosive action brawler, my biggest achievement was the mixing system.
A complex and dynamic side chain system.
We use order of priorities. 
Monsters are separated by size, and action by types. 
Those categories let us establish which feedbacks are the more important at any given time. 
All of that keep the audio intelligible, and make sure important sounds, essentials to gameplay are the main focus.

Work p
art of Vibe Avenue.

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Season: A Letter to the Future
Audio Recording system


The more interesting part of season on the audio side is the Audio Recorder system.
The player can freely record the sounds from the game at any time using the tape recorder.
To that end, we used an aim based system, to recreate the sensation of a microphone. 
We also created in Wwise 3 different states. Those state give us the control over the mix of the game, When recording we enable some processing to give you a more compressed sound and a tape distortion.
The fact that the player can listen to our work more in detail, also pushed us to put way more 3D sounds all over the world.

Work part of Vibe Avenue.

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Spiderman Miles Morales
Re-Sound Design
Personal Project


This project is a way to showcase my Sound Design abilities.
I tried to give this video a powerful audio Identity. 
I wanted a enhanced readlity approch with a few element of synthesis for the key moments.
Used lot of custom sounds I recorded over the years.
Processed  a lot of sounds from commercial soundbanks, to fit with my direction.

 

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Season: A Letter to the Future
Accessibility features


Season being a game with a lot of audio feedback, the question of accessibilities for audio impaired person was a real concern.
Using Wwise Motion, we created a custom system for the sounds you need to record to progress in the game.
When enabled, an haptic pulsation will be playing alongside the audio with the same attenuation.
Giving the information of a collectible close by.
When entering the recording mode, the pulsation is aim based so you can point the microphone at the right spot even without the sound.

Work part of Vibe Avenue.

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Strayed Light
Boss fight and cinematic system

Didn't make that trailer, but it's the only shareble content so far.
This game focus is the boss fights.
Our goal was to create bigger than nature bosses with a lot of dynamic and lot of impact.
One challenging part, is that the combat system as Sekiro is based around parrying.
The parry impact needed to be hear really clearly in the mix. 
To achieve this we put in place a complex system of side chains for the failed, success and perfect parry. They lower the volume and some frequency of all other sounds of the game.
The other challenging part was that the cinematics have a lot of QTE.
We used a modular approach so no matter if the QTE was moved most of the sounds will still be synced.

Work part of Vibe Avenue.

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Darwin project
Trailer Sound Design and Mix


First E3 release of my career.
This trailer needed to have two different mixes, a 5.1 and a stereo version.
Created all the sound design of it, and the mixes.
Also, Lead Sound Designer on that project, a lot of challenges.
First experience with unreal, first in engine integration, first online multi-player.
Had to learn Blueprint, and a lot of unreal workflow.
Manage limitations with priorities, as all the characters shared the same animations and  audio events.

Work part of Vibe Avenue.

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Speed Brawl
Sound Design and Mix

First Project as a Lead Sound Designer.
Created most of the sound design for this game.
First time as the main contact with the development team.
Managing events and systems, creating pipelines with the programmer responsible
 for integrating our work.
First time in charge of a game and it's audio direction, assigning and reviewing others Sound Designer job.
First time owning the mix of a game.

 

Work part of Vibe Avenue.
 

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Oddmar
Sound Design and Voice Design

Oddmar is a really beautifull mobile game.
Worked on a few bosses sound design.

One of my old boss sound design, still love it to this day even if I could do it way better now.

Work part of Vibe Avenue.

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