RESUME
PORTFOLIO

Sound Design Practice for movies

Portfolio piece 1/4
Arthur Compin Dubus

Objectives:

  • Understandthe creative design of a film's soundscape.
  • Compose fora symphony orchestra.
  • Creatingthe sound atmosphere of a film from recorded and edited sound.

Over a month, I run the project of redesigning a movie scene sound environment.
The objective was to understand the full process of audio crafting in an audiovisualcontent.

This involved wide range of production steps for sounds in movies such as field and foleyrecording, symphonic orchestration analysis and composing, sound editing and mixingthen mastering and layer the sound environment to the image.

The result (with short documentation of the development process) accessible through this link, is a 2 min video featuring a reproduction of the sound effects, ambiance andscore of the movie scene.

Around this project, other pieces where produced:

  • Enriched a Sound Library, mostly of audio effects ready to be used for futureprojects. A sample of this library - now over 2000 files - is accessible through this link.
  • Creation of DAW templates for movies, games, or music projects.
  • Craft a documentation, regularly updated, and acting as a personal sounddesigner bible which keep technical information like choice and use of soundmaterial, editing techniques, orchestration, list of the conventions I’ll follow foreach project…

Sound designer position for a new EDI Airport training program

Portfolio piece 2/4
Arthur Compin Dubus

Objectives:

  • Design a sound environment according to the game themes and aspirations.
  • Focus into producing clear audio for a gamified training program but targeting anon-gamer audience.
  • Critical responsibility of producing audio that will help and lead the user into its progression.
The national airport needed to improve its fire safety training program by promoting aninteractive simulation to its staff.
I've had the sound designer position at PyrotechnicGames to develop this simulation in a 6 people team.

MUSIC
COMPOSITION PROJECT

EXAMPLE OF
IN GAME
RESULTS

Purely sound related, this involved discussing the audio direction with the team andclient by building Audio Design Document, Asset Lists and Presentations.

Then working on audio crafting with studio recording sessions, music composition,editing and mastering.

Finally audio was implemented in the game engine by using a middleware to ease thedevelopment of a responsive dialogue, ambiance and music.

This involved the research, pre-production design, development and after feedbackcorrectives versions. My overall work represented a possible approach to conduct acomplete video game development.

The result (unfortunately bounded by a NDA) feature a 20-30 min of gameplay, with -regarding the audio- music, ambiance, SFX and a Voice Over.

Software used:

Audio: Reaper | FL Studio | Third party VSTs | FMOD

Game engine & script: Unity | Microsoft visual studioProject development documentation accessible through this link.

Practice-led dissertation

Portfolio piece 3/4
Arthur Compin Dubus

Objectives:

  • Combine existing studies between the benefits of immersion teaching and approachesto create immersion through sound.
  • Creation of an interactive media focused on testing the research hypotheses, thenvalidating them through a qualitative study.
  • Enhance my knowledge of sound design, and the theories of emotional response andthe creation of immersion through the audio.
Research conducted for the final project of my Honours Degree, encouraging the use ofimmersive sonic design for learning through the interactive media content.

Full dissertation accessible here.

This involved literature reviews, case studies, and application of the methodology withthe development of a sound focused interactive simulation.

Then was conducted a project postmortem to theoretically validate the methodology byconfronting its development to the literature review.

Finally, a quantitative study confirmed in practice the methodology.

This research project has also brought me additional theoretical knowledge to myapproach to sound design, whether it be listening and sound analysis, or the meaningbehind the music I practice, and more recently sonic engineering.

Audio driven videogame adventure

Portfolio piece 4/4
Arthur Compin Dubus

Objectives:

  • put in practice my 4 years of game design studies into a game project where I would cover a wide range of video game production departments.
  • work on an interactive sound environment from design to implementation.
  • develop new techniques to communicate empathy and emotion along with animmersive experience through audio and with the aim to teach cultural elements andskills to the audience.
Over a semester, I designed a videogame adventure with focus on sound immersion.

This involved the research, pre-production design, development and after feedbackcorrectives versions.
My overall work represented a possible approach to conduct acomplete video game development.

The released project –accessible through this link– is a first-person video-gamepuzzle/adventure featuring 20-40 min of gameplay.

Software used:
3D, Animations, Materials & UI: Maya | Substance Painter | Photoshop | Illustrator
Audio: Reaper | Wwise | FL Studio | Third party VSTs
Game engine & script: Unreal Engine 4 | Visual blueprint | Microsoft visual studio

Project development documentation accessible through this link.

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