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MY DESIGNS

Demo Reel 2022:

Here is my demo summarising several works from the year 2022, you can find all these works below if you feel the need .

Video demo:

Ambiances Variations :

Here's an exemple of ambiances and acoustic variations for the sound of this character based on 3 artwork as exemple for the prototype in Forest, Hangar and Desert

iv'e worked with different reverb and tone for the textures

The-Forest-Screencap.jpeg

Lords of the fallen trailer :

In this exercise i choose to work more on the dramatic aspect rather than on the hyped feeling that the original trailer tend to emit !

Video demo:

Combat Moves :

Mini Combat design animation by Jerome Rodgers-Blake :

https://www.linkedin.com/in/jrblake1993/

Video demo:

No 91 SUPA SONIC :

Quick Sound design of the No91 SUPA SONIC Racer created by Sabrina Garcia, i find this little project so inspiring that i need to add sound to it, i think about it as a hub or dialogue animated background i try to keep the New old fashion technology vibe that she originally build.

GO CHECK HER WORK : https://lnkd.in/ejqTSSkU

i don't own this project i just loved it !

Video demo:

Spiderman "Be Greater" :

For the occasion of the PC release of Marvel’s Spiderman I decided to redesign part of the "be greater" cinematic.

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There are 2 dimensions and many enemies of spidey, the design of the web shooter is composed of plastic bottles, magnetic tape and leather straps.

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Daw: Reaper ​

Mirror's edge Catalyst UI Sound Design :

Mirror's Edge is one of my favourite licences in sound design and artistic direction.

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Its unique aspect made me want to approach it with this decomposition/ recomposition of its, keeping the principles of synthesis of basic designs the goal is here to reproduce a sound in the same shade and artistic desire while adding a personal touch. 

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Daw: Reaper ​

The Explorer:

My end-of-year project made with Rayanne LE BORGNE and Piel BENOIT on music.

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it's a 2D exploration platformer where she plays Ellen, a cybernetically augmented human, who has run out of energy for her spaceship, she picks up a signal from an unknown planet that could save her.

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During her exploration she will come across the local fauna, made up of harmful cartoonish tadpoles. it will eventually stumble upon the traces of an ancient civilization that used and produced the energy at the source of the signal. In order to recover this last Ellen will have to overcome the guardian of the place to be able to return home.

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Integration: Fmod

Engine: Unity + C# Scripts

DAW: Reaper

Duration: 1 month

Video demo:

Video presentation:

Elden Ring - Remake:

I made this remake on the occasion of the release of the beta of the game which was highly anticipated. The images are those of Julien CHIÈZE who had access to the beta as a journalist.

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This project was a technical challenge, it was first necessary to edit the gameplay captures to keep the parts interesting, then to carry out the various time markers (change of movement rate, textures, interaction of environments, etc.)

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For this project, I had to make several recordings, especially for the character's equipment, I recorded various impacts and pieces of armor that I was able to support with a sound bank.

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games from software are known for their difficulty but also for their cold and austere design. Here I tried to give a little more life and detail to the sounds, especially the surrounding ones, but I also wanted to give more feel to the armor pods, which are more present.

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Daw: Reaper ​

VikingVillage:

Project realized during my training in Sound Design and integration.

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The subject here was to give life to a model of an empty Viking village, the interest here was the narration by sound, I gave life to this village by adding presences in the houses, we can find there: a tavern, a barracks, farms, a forge, woodworkers, a druid, a dog, a ship sailing in the distance, birds and mice.

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I also composed and integrated the music in a dynamic way, composed of several zones, stingers and a boss zone of different intensities.

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To push the realism the detection of the surfaces by the steps is done by a ray cast just like the management of occlusion and the reactions of the dog.

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The movements of the sound sources are managed by a script of random "waypoints"

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Integration: Fmod

Engine: Unity + C# Scripts

DAW: Reaper

Duration: 1 month

Video demo:

Video presentation:

Resurrection

Rexsurrection is a short film by Jules CACHIN, it's a UFO in the landscape of short films it features Rex a failed young man lost in his life, during an attempt to end his failed life he will do appear a double in power more than original, totally wacky and not lacking in confidence.

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Help by his new friend Rex is decided: he will take back his life in hand!

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For this project I did the sound design and the editing of the cartoonish sound effects, I had to create a teleportation sound in space and time in long and short format, a cartoonish whiteboard marker sound, characterized shots and more.

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The original artistic direction allowed me to push the designs a little more and to break the border of reality.

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Sound editing: Emma ROCHELLE

Sound Design: Franck DA SILVA MARTINS & Rayane LE BORGNE

Mixing & Mastering: Romain ARNAUD & Adrien FERRAND

Director: Jules Cachin

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Sound Design excerpt:

The short movie :

Pacific Rim - Remake:

Remake of Pacific Rim, it is a scene of confrontation of Kaiju, gigantic monsters.

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I first had to edit the scene by removing the dialogue parts interspersed between the action scenes to then be able to identify the timing of the actions and finally create the sound effects.

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The opposition of the two types of character is interesting, on the one hand a huge robot piloted by humans on the other a gigantic aquatic reptilian monster which allowed me to play a lot with the textures.

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The atmosphere of the scene is also important, the presence of storms, waves and the proportion of containers and boats play on the gigantism.

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Daw: Reaper

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Mass Effect Andromeda - Remake:

Remake of the mass effect andromeda vehicle trailer. composed of several UI elements, of a ship navigating in space, passing the atmosphere in order to land to finally take off again.

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The video also features an off-road vehicle with a speed boost and a powered jump system 

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The passage of vehicles in different environments interspersed with passage of technical presentation allowed me to work on sounds in different states

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Daw: Reaper

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Cube FPS:

Project made for my sound design and integration training, it's a project based on an old "cube" game released during the golden age of quakes and doom likes.

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The challenge of this project was integration, it was limited in quality and possibilities, particularly in terms of the soundtrack (directed by Piel BENOIT) and the diversity of certain sounds.

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I chose to stay in the atmosphere and the ambition of the original inspirations of the game with an aggressive and abrasive sound  , trying to give a powerful and pleasant sound feedback

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Daw: Reaper

Integration: Wwise

Music: Piel BENOIT

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Pub Pigments - Remake:

Project made for my sound design and integration training, it's an ad for the Pigments synthesizer from Arturia, it's a granular synthesizer, the ad is a mix of textures and music, made with Rayane LE BORGNE and Piel BENOIT.

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Daw: Reaper & Ableton

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Slow Motion Sound Design:

Made for my sound design and integration training, it's a stunt video for a film made in slow motion and reverse.

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The goal was to create a sense of floating and stretching time while working with flame textures and keeping them as intelligible as possible.

This exercise requires a mastery of time stretch and sound manipulation, I was also able to record flames and textures approaching flames to support the bank I was using I also created a sound layer to immerse the viewer in time warping.

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Daw: Reaper

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Doom Shotgun Sound Design:

Remake of one of my favorite games DOOM 2016, I mainly focused on the sound of the shotgun while keeping the aesthetics of the game quite violent and metallic.

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I played on the textures of mechanisms and metal and worked on the detonation of the shots produced by the weapon

I tried to limit myself in production time for this design by identifying the theme, the issues as quickly as possible while being efficient

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Daw: Reaper

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Arcane Like animation Sound Design:

I participated in this animation inspired by the arcane series of Riot and Fortiche, the animation was directed by Callum WILLIAMS.

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the scene presents a fight between 2 characters whose heroine has a steampunk and mechanical arm which was very interesting to sound.

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The voices when they are taken from a sound bank.

It's a fast and provisional animation which explains the lack of scenery and the use of voices in place holder.

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Daw: Reaper

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Skarner Fanmade Sound Design:

I worked with Alfie from the Jrf channel on youtube and ArtStation on this fan made remake of league of legend champion Skarner which is the next to be reworked by riot.

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We tried to give him new skills while preserving his basic artistic principle: a crystal scorpion.

his attacks are also infused with electricity and he has 2 states: basic and charged which modifies some of his attacks.

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Daw: Reaper

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Cyberpunk 2077 - Remake:

Remake of the cyberpunk 2077 game trailer featuring the maelstrom gang, a fanatic gang of transhumanism and extreme body augmentation.

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I supported this aesthetic through the music which keeps the Cyberpunk aesthetic but also with the sounds of the mechanisms and the movement of the characters

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Daw: Reaper

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AfterTouch "Ground" Challenge:

Participation in the "AfterTouch Audio" challenges

this one is taken from Genshin impact and concerns the skills related to the earth element.

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I relied on the sparkling and shiny side of the attacks for the magic side of the attacks in addition to the earth

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Daw: Reaper

Duration: One day

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Challenge AfterTouch "Glass great axis":

Participation in the "AfterTouch Audio" challenges

this one is from Genshin impact as well, it is based on big ax attacks and glass material

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I was able to record friction and sliding on a glass surface to support air-splitting attacks.

And I also focused on character movement feedback so that the weight of the weapon is perceptible through sound, with recordings of metal bar manipulation that reinforce this effect.

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Daw: Reaper

Duration: One day

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AfterTouch "Healing" Challenge:

Participation in the "AfterTouch Audio" challenges

this one is taken from several games including far cry, monster hunter, dying light and call of duty.

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the video is composed of 4 different ways to heal:

- Some pills

- A needle

- A potion

- Bandages

This challenge is very interesting because it includes many different care systems and therefore different ways of designing. They all feature personal recordings including a medicine box, a bicycle pump for an air pressure sound, swallows for the potion, and textile movements.

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Daw: Reaper

Duration: One day

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"Concrete" AfterTouch Challenge:

Participation in the "AfterTouch Audio" challenges

this one is taken from the game infamous: second sound and soil / concrete powers.

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Made after the design of Genshin impact of the same element, this time I played less on the magic side but more on the power over human side with impact support based on wooshs

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Daw: Reaper

Duration: One day

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Challenge AfterTouch "Neon":

Participation in the "AfterTouch Audio" challenges

this one is from the game infamous: second sound and powers of Neon

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This design is based on the use of a granular synthesizer where I inserted an electric arc sample.

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I supported the use of granular by recorded guitar amplifier wooshes and noise.

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Daw: Reaper

Duration: One day

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Challenge AfterTouch "Armor":

Participation in the "AfterTouch Audio" challenges

this one is from the game Anthem.

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it is a loading screen where the hero prepares, the putting on of the armor is assisted by mechanisms and presents traces of energy.

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I used a granular synthesizer for the glitched energy charging noises, complete with electric arcs and mechanism and servo motor sounds.

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Daw: Reaper

Duration: One day

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Challenge AfterTouch "Smoke":

Participation in the "AfterTouch Audio" challenges

From the game infamous second son

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This challenge was about the abilities based on smoke

I really love this one because i had to search a lot of texture with no flames element, so i used some charcoal, ember, pressurized air and some sand to get to the feeling of impact and energy without the signature sound of the flames 

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Daw: Reaper

Duration: One day

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