Sound Design Demo Reel

Hi, I'm Philippe!

I'm a sound designer and musician trained in game audio design and implementation at Campus ADN, with a background in electric bass performance at UQAM. My work focuses on sound design, voice processing, and interactive audio for video games.

Tools: REAPER, Wwise, FMOD, Unity, Unreal Engine, iZotope RX, Logic Pro.

Technical Sound Design & Integration

Western Ambiance System in Unreal 5

Technical Audio & Blueprint Showcase in Unreal 5

UI Sound Design in Unity

Demonstration of an ambient audio system for a Western environment, built with Unreal Engine 5 and Wwise. This showcase highlights real-time parameter control using multiple RTPCs (RFX, time of day, and spline positioning) along with trigger-based events and spatial audio for acoustic immersion

A showcase of technical audio implementation in Unreal Engine 5 using Wwise and Blueprints. This project features interactive audio systems, gameplay-driven audio logic, event integration, RTPCs, switches, and Blueprint scripting, demonstrating both technical and implementation skills for game audio.

A quick demonstration of my recent UI audio project using "Unity Last UI". I cover the creation of the audio assets and the foundations of implementing them in Unity via Wwise (hover events, clicks, and basic logic).

Notice: F.E.A.R. is owned by its respective copyright holders. This is a non-commercial, fan-made portfolio piece.

Voice Design, Dynamic Mixing and Music

Voice Design Demo in Reaper

Music Design & Original Composition

Dynamic Mixing Showcase

Voice redesign of three Batman villains, using original voice recordings processed and transformed in REAPER. Each character features a distinct vocal treatment designed to match their personality and identity.

A musical reimagining of Metroid Prime, featuring an original composition and the implementation of an interactive music system in Wwise.

This project demonstrates the implementation of a dynamic mixing system in Wwise based on a predefined Sound Design Document. The mix was developed by following implementation constraints, including the use of RTPCs and States to drive real-time audio behavior and gameplay responsiveness.