Speakers/Conférenciers/Conférencières

--- SPEAKERS ---

You can find here all the bios of all the amazing speakers that came to IAM to share their knowledge with the community.

2023/2024 Season Speakers

16 Février 2023 // February 16th 2022

Benoit Lafrance / Advanced Audio Designer – WB Games Montréal

EN//
Benoit started playing in bands in high school and discovered his love for sound design while creating sound presets for his synthesizers. After a few years of composing music for media and recording and mixing albums for bands, he decided to put together his love for audio and video games. This type of media was the perfect blend of creative and technical, allowing him to satisfy his inner audio geek.

He currently works at WB Games Montreal, where he spent the last 5 years working on Gotham Knights’ soundscape.

FR//
Benoit a commencé à jouer dans des groupes au secondaire et a découvert son amour pour la conception sonore en créant des préréglages pour ses synthétiseurs. Après quelques années à composer de la musique pour les médias et à enregistrer et mixer des albums pour des groupes, il décide de réunir ses amours pour l’audio et les jeux vidéo. Par leur mélange parfait de créativité et de technique, ces derniers lui permettent de satisfaire le geek audio en lui.

Il travaille actuellement chez WB Games Montréal, où il a passé les 5 dernières années à travailler sur le paysage sonore de Gotham Knights.

2021/2022 Season Speakers


1er Décembre 2022 // December 1st 2022

2022 Interactive Audio Demo Derby // Demo Derby d'Audio Interactif 2022

Paul Aubry - Compositeur/Composer

EN//
Following his training in classical and jazz piano, his studies in composition and arrangement at the Cégep de Saint-Laurent and in musical writing at the Université de Montréal, Paul Aubry is composing for projects in various fields and musical styles: video games, films, TV, advertisement, theatre and dance.

He notably creates the music and the sound design for BAFTA nominated Airborne Kingdom, by The Wandering Band. His work was critically acclaimed in reviews such as one by TheGamer: “Airborne Kingdom is a wonderful city builder that stands out of the crowd, thanks to its delightful visuals and unforgettable original soundtrack”.

In the advertising field, he works as a freelance composer for Montreal music label Cult Nation, where his music is featured in campaigns of notable clients, such as BDC, McGill College, Vodafone, Bromont, Brunet and more. He also works for music label Supersavant, where he writes music for advertising, but also co-composes the music for TV show Virage, aired on Noovo and produced by KOTV.

His versatility also goes to creating music for theatre. He writes the music for Art and Une maison de poupée, 2e partie, both presented at the Théâtre du Rideau Vert.
Paul Aubry is always in search of new collaborators to inspire and push his creative process further.


FR//

Ayant débuté sa formation musicale avec le piano classique et le piano jazz pour ensuite étudier la composition au Cégep de Saint-Laurent et à l’Université de Montréal, Paul Aubry s’implique professionnellement depuis plusieurs années dans des projets de nombreux genres:  jeux vidéos, films, télévision, publicité, théâtre et danse. 

Il a notamment créé la musique et les effets sonores du jeu vidéo nominé au BAFTA Game Awards, Airborne Kingdom, par The Wandering Band. La musique de ce jeu a été saluée entre autres par TheGamer :  « Airborne Kingdom est un remarque jeu de construction qui se démarque par ses effets visuels magnifiques et sa trame sonore inoubliable ».

Dans le domaine de la publicité, il travaille pour l’étiquette montréalaise Cult Nation. Il a composé la musique pour de nombreuses compagnies à grande réputation, telles que BDC, l’Université McGill, Vodafone, Bromont et Brunet. Il travaille aussi pour l’étiquette Supersavant, pour laquelle il compose de la musique de publicité et avec laquelle il cosigne la musique de la série télévisée Virage, diffusée sur Noovo et produite par KOTV.
Il montre aussi sa polyvalence dans le domaine du théâtre en créant la musique et l’environnement sonore des pièces Art et Une maison de poupée, 2e partie, toutes deux présentées au Théâtre du Rideau Vert. 
Paul Aubry est toujours à la recherche de nouveaux collaborateurs et collaboratrices pour l’inspirer et pousser son processus créatif plus loin.


FX Dupas & Mathieu Lavoie // Compositeurs/Composers // Vibe Avenue

EN//
Fx Dupas and Mathieu Lavoie are Vibe Avenue’s co-founders - where they act as creative directors and composers. Both specialists of interactive music systems, they create intricate musical scores in an impressive variety of settings and styles using their highly complimentary musical skills. 

With a background of touring jazz pianist and harmonicist, classical composer and pop songwriter, FX picked up composition for video games upon his arrival in North america in 2009. Impressive piano chops aside, FX has always been a curious musician and picked up affinities for ethnic rhythms, electronic oddballs styles and sophisticated harmonies.

After his mandatory morning kombucha break, chances are you will most likely find FX composing in the synth room - where he can mangle endlessly acoustic instruments with his prized collection of electronic gear. 

Avid fan of fiction, multi-instrumentalists and gifted polymath, Mathieu Lavoie is an intuitive creator with a deep knowledge of narrative structure. Starting with his early D&D campaigns, old-school deck building games and his very own Gemini console, Mat has a long-standing love for gaming which he combines with his equally-important passion:  music. 

Building upon his metal and rock background, Mat extended his musical abilities to orchestral and world music with a dash of modern techniques, earning a doctorate degree in composition while doing so. He continuously pushes his capacity to interpret music on an ever-growing roster of hundreds of instruments - and has the impressive ability to play any flutes conceivable.

FR//

Fx Dupas et Mathieu Lavoie sont les co-fondateurs de Vibe Avenue - où ils agissent en tant que directeurs créatifs et compositeurs. Tous deux spécialistes des systèmes de musique interactifs, ils créent des partitions musicales complexes dans une variété impressionnante de décors et de styles en utilisant leurs compétences musicales très complémentaires.

Avec une formation de pianiste et d'harmoniciste de jazz en tournée, de compositeur classique et d'auteur-compositeur pop, FX s'est mis à la composition pour les jeux vidéo à son arrivée en Amérique du Nord en 2009. Mis à part ses impressionnantes côtelettes de piano, FX a toujours été un musicien curieux et a acquis des affinités pour les ethnies. rythmes, styles électroniques bizarres et harmonies sophistiquées.

Après sa pause matinale obligatoire au kombucha, il y a de fortes chances que vous trouviez FX composant dans la salle de synthé - où il peut mutiler à l'infini des instruments acoustiques avec sa précieuse collection d'équipements électroniques.

Passionné de fiction, multi-instrumentiste et polymathe doué, Mathieu Lavoie est un créateur intuitif possédant une connaissance approfondie de la structure narrative. En commençant par ses premières campagnes D&D, ses jeux de construction de deck à l'ancienne et sa propre console Gemini, Mat a un amour de longue date pour le jeu qu'il combine avec sa passion tout aussi importante : la musique.

S'appuyant sur ses antécédents de métal et de rock, Mat a étendu ses capacités musicales à la musique orchestrale et du monde avec un soupçon de techniques modernes, obtenant un doctorat en composition tout en le faisant. Il pousse continuellement sa capacité à interpréter la musique sur une liste toujours croissante de centaines d'instruments - et a la capacité impressionnante de jouer de toutes les flûtes imaginables.

Eric Shaw // Composer & Audio artist / Co-founder

EN//

Eric made his first movie soundtrack in 1998 and hasn’t looked back since. While studying music and cinema in college and university, he played keys for a slew of Montreal rock bands, which led to composing music for dozens of artist albums, and eventually theatre productions, video game, movie and web soundtracks as lead audio. The awards and recognition Eric has garnered throughout his career are the most apt reflection of excellence driven by genuine passion.

FR//

Eric a fait sa première bande originale de film en 1998 et n'a pas regardé en arrière depuis. Alors qu'il étudiait la musique et le cinéma au collège et à l'université, il a joué les clés d'un grand nombre de groupes de rock montréalais, ce qui l'a amené à composer de la musique pour des dizaines d'albums d'artistes, et éventuellement des productions théâtrales, des jeux vidéo, des films et des bandes sonores Web en tant que chef audio. Les prix et la reconnaissance qu'Eric a obtenus tout au long de sa carrière sont le reflet le plus approprié de l'excellence animée par une véritable passion.

Léandre Monette // Audio Director - Chasing Rats Games

EN//

Léandre Monette is a Montreal-based composer specialized in video games. He is best known as the composer behind the soundtrack of Chasing Rats' Struggling, a grotesque co-op physics-based humorous game.

His earliest experience in scoring for interactive media has come from various indie games and VR movies, until he partnered with Chasing Rats as a full time composer. His past studies and experience in various genres have allowed him to cover a wide range of styles in his compositions.

He also collaborates with other game studios such as Manavoid Entertainment, Lowbirth games and many more.

He is currently working on the latest Chasing Rats title, Worship, a game in which players blindly serve a dreadful god and lead its cult. It's a fresh take on the roguelike genre inspired by Pikmin.

FR//

Léandre Monette est un compositeur montréalais spécialisé dans les jeux vidéo. Il est surtout connu comme le compositeur derrière la bande originale de Chasing Rats' Struggling, un jeu humoristique coopératif grotesque basé sur la physique.

Sa première expérience dans la musique pour les médias interactifs est venue de divers jeux indépendants et films VR, jusqu'à ce qu'il s'associe à Chasing Rats en tant que compositeur à plein temps. Ses études passées et son expérience dans divers genres lui ont permis de couvrir un large éventail de styles dans ses compositions.

Il collabore également avec d'autres studios de jeux tels que Manavoid Entertainment, Lowbirth Games et bien d'autres.

Il travaille actuellement sur le dernier titre de Chasing Rats, Worship, un jeu dans lequel les joueurs servent aveuglément un dieu épouvantable et dirigent son culte. C'est une nouvelle approche du genre roguelike inspiré de Pikmin.



16 Juin 2022 // June 12th 2022

Vincent Gagnon // Directeur Audio Director - Ubisoft Montréal

Vincent Gagnon is a Montreal based audio creator known for his work on world renowned video game IPs such as Splinter Cell and Rainbow Six. A composer at heart he always tries to push the envelope when it comes to interactive music and music system design.






12 Mai 2022 // May 12th 2022

Léandre Monette // Audio Director - Chasing Rats Games

Léandre Monette is a Montreal-based composer specialized in video games. He is best known as the composer behind the soundtrack of Chasing Rats' Struggling, a grotesque co-op physics-based humorous game.

His earliest experience in scoring for interactive media has come from various indie games and VR movies, until he partnered with Chasing Rats as a full time composer. His past studies and experience in various genres have allowed him to cover a wide range of styles in his compositions.

He also collaborates with other game studios such as Manavoid Entertainment, Lowbirth games and many more.

 He is currently working on the latest Chasing Rats title, Worship, a game in which players blindly serve a dreadful god and lead its cult. It's a fresh take on the roguelike genre inspired by Pikmin.


25 Novembre 2021 // November 25th 2021



Maude Théberge // Voice Actress - La Fabrique des Monstres

Maude is a professional singer and musician specialized in the interpretation and composition of metal and contemporary music. She is also a voice actress, primarily in video games. 







Neha Patel // Composer/Sound Designer - Freelance

Neha is a freelance composer & sound designer working in indie games. Currently, she is working on: Venba, Spleen, Playdate and Thing Maker: Make A Thing! 












Joel-Aimé Beauchamp // Musical, audio, technical, stubborn and curious fella

I used to study classical music by day and produce WeirdCore by night. While I was mixing some 6dof spatial audio for an AR game this morning, I will spend my afternoon continuing the prototyping of that bizarre UE experience I am working on lately. If all goes according to plan, I will finish that overdue piece of music I promised to that guy by the evening. Who knows what tomorrow will bring?



Brigitte Dajczer // Composer: Linear & Non-Linear media

Brigitte Dajczer - aka Briga  is a composer, producer and multi-instrumentalist performer based in Montreal, Canada.  She scores, produces, and creates music for Linear & Non-Linear media.

Be it for bespoke/commissioned works, or licensing works as the performing artist Briga, her music has touched many. Numerous awards & nominations have been given to her work; from the Canadian Juno Awards, to the A.D.I.S.Q Awards, the European Game awards, and Game Audio Network Guild Awards.




Axel Hélie Fontaine // Producer, sound designer, software developer, and visual artist

Based in Montreal, Axel Hélie Fontaine holds several positions: producer, sound designer, software developer, and visual artist. He is also the head of the label Shabu Recordings since 2011 and creates music under various names such as Axel Helios, Pizza Kitten, Offshore Banking or Moonlight Maze.







16 Janvier 2020 // January 16th 2020


Fanny Rebillard // Archiviste Numérique - Journaliste - Musicologue

EN : Records Manager - Journalist - Musicologist




FR // 

Fanny Rebillard est diplômée de la Sorbonne (Paris IV) en musicologie et de l’ENSSIB en archivage numérique. Archiviste de profession, elle mène des recherches sur la préservation du son dans les jeux vidéo et écrit sur la musique pour divers sites et journaux spécialisés (gamekult.com, Canard PC Hardware). Elle est plus connue pour ses travaux de vulgarisation sur Twitter (@Cactuceratops) et est régulièrement appelée pour donner des conférences sur l'histoire de la musique de jeux et les problématiques d'archivage.

EN // 


Fanny Rebillard is a French musicologist and digital archivist who graduated from the Sorbonne University and the ENSSIB school. She conducts researches about sound preservation in videogames and writes about music for multiple websites and specialized journals such as Gamekult.com and Canard PC Hardware. She is also known for her Twitter threads about videogame sound and preservation (@cactuceratops) and gave multiple talks about these topics in universities, podcasts and game-oriented festivals.


David Viens // Président et Chef R&D / Plogue Art et Technologie, Inc

EN : President & Head of R&D



FR//

Diplômé de l'UdeM en Informatique et fondateur de 'Plogue' en 2000. Passionné d'émulation de générateur audio des consoles de jeux vidéo, David étudie et émule les puces de son à bas niveau depuis plus de 15 ans, contribuant à la fois au méta-émulateur très connu 'MAME' et à ses propres synthétiseurs (VST) commerciaux au sein de son entreprise. 

EN//

A graduate of the University of Montreal in Computer Science and founder of 'Plogue' in 2000, David is a passionate emulator of audio generators in video game consoles. David has studied and emulates low-level sound chips for more than 15 years, contributing at once the well-known meta-emulator 'MAME' and his own commercial synthesizers (VST) within his company. 



14 Novembre 2019 // November 14th 2019

Mark Estdale // Director/Founder / OM



EN//

Mark has been involved with north of a thousand titles since he joined the industry in the early 90's. He founded OM, the UKs first independent voice production company in 1996 working with Sony's Formula one and Wipeout series, The Conflict Desert Storm and Anno series, Timesplitters, The Witcher, Trine, Vermintide, and many other iconic titles IMDB. OM, based in London & Los Angeles continues to produce dialogue for AAA titles like Horizon Zero Dawn through to micro indies titles. "We're story chasers at heart and the most interesting creative sparks are with individuals not corporations." Mark's work still continues with OM as a voice and casting director but most of his time is spent working with development teams on tools and pipelines and research that spans the world of acting, cognitive neuroscience and espionage.


FR//

Mark a été impliqué dans plus d'un millier de titres depuis son entrée dans l'industrie au début des années 90. Il a fondé OM, la première société de production vocale indépendante du Royaume-Uni en 1996, travaillant avec les séries Sony Formula 1 et Wipeout, les séries Conflict Desert Storm et Anno, Timesplitters, The Witcher, Trine, Vermintide et de nombreux autres titres emblématiques, IMDB. OM, basé à Londres et Los Angeles, continue de dialoguer pour des titres AAA tels que Horizon Zero Dawn jusqu'aux titres de studios indépendants. "Nous sommes des chasseurs d'histoires dans l'âme et les étincelles créatives les plus intéressantes concernent des individus et non des entreprises." Le travail de Mark se poursuit avec OM en tant que directeur de la voix et du casting, mais il passe la majeure partie de son temps à travailler avec des équipes de développement sur des outils, des pipelines et des recherches couvrant le monde de l'acteur, des neurosciences cognitives et de l'espionnage.




19 Septembre 2019 // September 19th 2019

Matthew Smith // Audio Director-Directeur Audio / EA Motive 


EN//

I spent over a decade at Rockstar North, as audio director overseeing the sound for Grand Theft Auto and Red Dead Redemption, and have recently been an advisor and non-exec director to ambitious audio startups SpeakAi and Krotos - with a background in technology before discovering audio, I love the magic that happens when tech and art come together. As a firm believer in the power of videogames to connect with people, and the often under-the-radar role of audio in helping that happen, I've recently moved to Montreal (the greatest city on Earth?) to be an Audio Director at EA Motive, looking to innovate wherever I can, and help push our industry forward again.

FR//

J'ai passé plus de dix ans à Rockstar North, en tant que directeur audio, supervisant le son de Grand Theft Auto et de Red Dead Redemption, et j'ai récemment agis comme conseiller et directeur non-executif à deux ambitieuses startups : SpeakAI et Krotos. Avec un background en technologie avant même de découvrir l'audio, j'ai toujours adoré la magie qui se produit lorsque la technologie et l'art se rencontrent. Convaincu du pouvoir des jeux vidéo de communiquer avec les gens et du rôle souvent sous-estimé de l'audio, j'ai récemment déménagé à Montréal (la plus grande ville du monde?) Pour devenir directeur audio chez EA Motive, cherchez à innover autant que possible et contribuez à faire progresser notre secteur.


13 Juin 2019 // June 13th 2019

Dr. Christian Frisson // Postdoctoral Researcher-Chercheur post-doctoral - McGill University



EN//
Focus: I am a researcher in Human-Computer Interaction, Haptics, Information Visualization and Multimedia Information Retrieval.

Passion: designing haptic user interfaces for browsing collections of media content and evaluating these systems with humans.

Method: I favor obtaining replicable, reusable and sustainable results through opensource software, openhardware and open datasets.


FR//
Thème principal: Je suis chercheur en interaction homme-machine, physique haptique, visualisation de l'information et recherche d'informations multimédias.

Passion: concevoir des interfaces utilisateur haptiques pour parcourir des collections de contenu multimédia et évaluer ces systèmes avec des humains.

Méthode: je privilégie l'obtention de résultats reproductibles, réutilisables et durables à l'aide de logiciels opensource, openhardware et de jeux de données ouverts.


Colin Gallacher // Co-founder-Co-Fondateur - Haply Robotic & Haptics Simulation Design


EN//
Simulation technologies are transforming the way we learn and interact with the world around us. I specialize in the development of technologies to bring the sensation of touch to the mixed reality tools that will shape the educational, enterprise, and entertainment tools of tomorrow.

FR//
Les technologies de simulation transforment notre façon d'apprendre et d'interagir avec le monde qui nous entoure. Je me spécialise dans le développement de technologies pour apporter la sensation du toucher aux outils de réalité mixte qui façonneront les outils d'éducation, d'entreprise et de divertissement de demain.

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4 Avril 2019/April 4th 2019

Kim Derome // Compositrice-Composer


FR//
Pianiste, compositrice et amoureuse des chats, Kim est diplômée du Cégep de Saint-Laurent en piano classique et de l'Université de Montréal en composition. Sa participation à plusieurs cours, ateliers, game jams et contrats à la pige l'a menée à travailler chez Gameloft depuis 2014. Elle se spécialise en jeux casual et a signé la musique de titres tels que Disney Magic Kingdoms, Asphalt Street Storm, Pastry Paradise, Paddington Run, Real Football 18 et bien plus.

EN//
A pianist, composer, and cat lover, Kim has graduated in classical piano from Cégep de Saint-Laurent and composition from Université de Montréal. Her participation in several classes, workshops, game jams, and freelance contracts led her to Gameloft, where she has worked since 2014. She specializes in casual games, and composed the music for titles such as Disney Magic Kingdoms, Asphalt Street Storm Racing, Pastry Paradise, Paddington™ Run, Real Football 2018, and many more.


Alexandre Rivaud // Concepteur Sonore-Sound Designer


FR//
Musicien, gamer et sportif, Alexandre est un passionné de conception sonore. Déterminé à vivre de sa passion, Alexandre a commencé ses études dans le domaine du cinéma à l'ISTS Paris, en travaillant sur diverses productions audiovisuelles, dont plusieurs courts métrages et un long métrage.

Sa détermination et sa volonté de perfectionnement l'ont mené à tout quitter pour venir s'installer à Montréal. Il entama alors sa première année de sound design en jeu vidéo à l'ISTDS, ainsi que son premier « véritable » hiver. Le froid ne pouvant pas arrêter ce courageux guerrier du son, Alexandre démarra sa carrière de pigiste en tant que compositeur et sound designer.

En poste depuis chez Gameloft, il a eu l'occasion de travailler sur plusieurs titres, notamment Asphalt 9, Dungeon Hunter Champions, Gangstar Vegas, Despicable Me, Sniper Fury et bien d'autres.

EN//
A musician, gamer, and athlete, Alexandre is passionate about sound design. Determined to make a living off his passion, Alexandre began his studies in cinema at the ISTS in Paris and worked on various audiovisual projects, including several short and  feature films.

His determination and desire to improve led him to pack everything up and move to Montreal. He started his first year in video-game sound design at the ISTDS, during which he experienced his first "real" winter. The cold could not best this brave audio warrior, and Alexandre started his freelancing career as a composer and sound designer.

He has since joined Gameloft, where he has worked on several games, including Asphalt 9, Dungeon Hunter Champions, Gangstar Vegas, Despicable Me, Sniper Fury, and many more.

Sébastien Ménard // Responsable Audio-Audio Manager

FR//
En tant que responsable audio monde chez Gameloft, Sébastien supervise non seulement l'équipe audio située à Montréal, mais l'ensemble des projets provenant des 20 studios Gameloft à travers le monde. Il a précédemment occupé le poste de responsable marketing audio où il a travaillé sur plus de 1200 bandes-annonces, teasers, pubs et autres vidéos promotionnelles. 

EN//
As Gameloft's World Audio Manager, Sébastien oversees not only the Montreal audio team, but all projects from each of the 20 Gameloft studios worldwide. In his previous position as a marketing audio manager, he worked on over 1,200 trailers, teasers, ads, and other promotional videos.

David Jalbert // Concepteur Sonore-Sound Designer


FR//
David travaille chez Gameloft depuis 2011 où il a travaillé sur plus de 50 titres mobile au fil des ans. Il aime différents types de jeux et il apprécie autant les jeux occasionnels que n'importe quel autre genre.

EN//
David has been working at Gameloft since 2011, where he has contributed to over 50 mobile titles. He enjoys a variety of styles and enjoys casual games as much as any other genre.

Étienne Marque // Chef Sound Designer-Chef Sound Designer


FR//
Sound designer français passionné depuis sa tendre enfance par le son et la nature. Il passe son temps à enregistrer tout ce qui l'entoure et sort rarement sans au moins deux micros. Il peut passer des heures à générer des sons avec Reaktor et d'autres outils. Et il adore particulièrement apprendre et transmettre aux autres. Dans les 10 dernières années, il a participé à la création de bandes-son de projets interactifs et linéaires (dessins animés, jeux console, jeux mobile, banque de sons). Et depuis deux ans, il a la chance de travailler avec la belle équipe audio de Gameloft.

EN//
A French sound designer who’s been passionate about sound and nature since childhood. He spends his time recording everything around him, and rarely leaves the house without at least two mics. He can spend hours creating sounds using Reaktor and other tools. He especially loves learning and sharing his knowledge with others. Over the past 10 years, he has helped create soundtracks for interactive and linear projects (cartoons, console games, mobile games, sound banks). And for the past two years, he has had the privilege of working with Gameloft's terrific audio team.

Jorge Peirano // Directeur Audio-Audio Director


FR//
Jorge Peirano est né à Lima (Pérou) en 1973. Il est passionné de musique, d'informatique et de jeux vidéo depuis l'enfance. Il travaille comme musicien professionnel dès l'âge de 17 ans. Il s'établit en France où, après des études en sciences, il se spécialise en interprétation et en arrangement jazz à l'École Nationale de Musique de Chambéry. Il travaille comme musicien et arrangeur jusqu'à son arrivée au Canada, en 2002. Après une formation en programmation, Jorge rejoint Gameloft en 2006 comme sound designer et compositeur, avant de devenir directeur audio. Il a travaillé sur des centaines de jeux sur de multiples plateformes (Java, Android, iOS, Nintendo, etc.)


EN//
Jorge Peirano was born in 1973 in Lima, Peru. He’s had a passion for music, computers, and video games since childhood, and has been a professional musician since the age of 17. He moved to France, where after studying science, he specialized in jazz performance and arrangement at the École Nationale de Musique de Chambéry. He worked as a musician and arranger until he arrived in Canada in 2002. After studying programming, Jorge joined Gameloft in 2006 as a sound designer and composer before later becoming audio director. He’s worked on hundreds of titles on a variety of platforms (Java, Android, iOS, Nintendo, etc.).


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January 30th 2019


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September 24th 2018

Eric Hamel // Game Developer & Composer - Worthing & Moncrieff // Freelance Composer

First and foremost, Eric is a storyteller. As a freelance sound designer/composer and game designer, Eric is especially interested in utilizing audio and music to create innovative, interactive experiences that are intertwined with game-play. 

He is a graduate of the Boston Conservatory, the Entertainment Technology Center and a co-founder of the Boston-based indie studio Worthing & Moncrieff.


Evelyne Drouin Aka: Dj Mini // Sound Artist / Sound Designer / Creative Director 

Evelyne Drouin is the un-catergorizable artist, who's style and approach to sound have earned her an international reputation under the brand of DJ Mini.

She has produced a number of innovative projects in electronic music and interdisciplinary performance under the moniker DJ Mini. She now collaborates with the artistic, academic, scientific, educational, and technological communities, with the goal of creating social-innovation projects. She seeks to restructure meta-learning methods through her approach of using big data-style data processing, sourced from neuroscience studies. Her use of new technologies operate within hybrid spaces that are as much a part of the virtual as the physical realm and she believes collaborative experiential design brings play, immersion, interpretation, exchange and sharing to the fore.





Maxime Plantady // Developer / Creative Technologist

With fifteen years of experience in the video game industry, Maxime Plantady has worked on many games and interactive projects.
At GenieMob, he develops and design creative, educational and playful projects using mixed reality.


His goal as a Creative Technologist is to demystify Artificial Intelligence and new technology through tangible experiences where the real world remains the center of attention.






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June 27th 2018

Richard E. Flanagan // Game Designer - Ubisoft & Independent

Richard is a design swiss-army knife that comes from the world of indie games and more recently Ubisoft. He is used to wearing a lot of hats and has worked on projects like FRACT OSC, The Beginner's Guide, Panoramical, and rad smaller projects at Ubisoft. His approach to game design often puts sound at the forefront of development, shaping other aspects of the game in a sound-first approach in much of his work.


Eric D. Robinson // Founder - Sonic Bloom


















Eric is a Boston-based game designer, programmer, audio engineer, and founder of Sonic Bloom. Eric has over 7 years developing music-based games and audio tools. He has worked for a diverse set of game developers including Tokyo-based iNiS, and Fire Hose Games where he was an engineer on Rock Band Blitz. Eric founded Sonic Bloom to focus on making musical games and game development tools to enhance the emotional impact of music in games and digital experiences.


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24th of April 2018

Matthew Boerum // Co-Founder & CEO - Audible Reality

Matthew Boerum is a pioneer in the field of 3D audio for music production & virtual reality. He is the co-founder and CEO of Audible Reality, an immersive audio technology company from Montreal. 

Audible Reality creates efficient software solutions for developers and content creators to enable fully immersive and personalized sound experiences. Matthew has over 15 years of experience as an award winning audio engineer, educator and musician. As a Ph.D. candidate in Sound Recording at McGill University, he is focusing on auditory perception for virtual and augmented reality.


Jean-Pascal Beaudoin // Co-Founder & President - Headspace Studio // Head of Sound - Headspace Studio Montreal

Jean-Pascal is a sound director, immersive audio re-recording mixer, and music score producer based in Montreal.


With extensive experience in the world of audio post-production and driven by a combined passion for cinematic storytelling through sound and immersive audio technology, he established himself as a key pioneer in the emerging field of 3D positional audio for cinematic 360 videos and virtual reality.


Along with long time collaborators Felix & Paul Studios, a recognized creative and technology leader in cinematic VR, he co-founded Headspace Studio, the first sound studio entirely focused on virtual reality content. In 2018, the studio expanded to Los Angeles.


With Headspace Studio, Jean-Pascal has worked with important partners on projects such as the Daytime Emmy® Award-winning Cirque du Soleil’s Inside the Box of Kurios, Jurassic World: Apatosaurus, the Primetime Emmy®


Viktor Phoenix // Partner & Head of Sound - Headspace Studio Los Angeles

Viktor Phoenix is a creative and technical audio director with expertise in interactive audio, sound design, and 3D positional audio for immersive media and a passion for non-linear and reactive storytelling.

Viktor has collaborated with talented partners at companies like MPC, Sony Pictures, The Mill, MAP Design Lab, Annapurna Pictures, With.in, The New York Times, Kite & Lightning, ETC@USC, TNT, Lionsgate, Cloudhead Games, and ThreeOneZero on a number of VR projects in recent years, including Documentary Emmy®-nominated The Click Effect, ADR1FT - winner of the 2016 award for Sound Mixing in VR from The National Academy of Video Game Trade Reviewers, and Insurgent - Shatter Reality VRE - nominated for Best Sound Design at the 2015 Proto Awards.

Phoenix was previously Sound Supervisor for the Sound Lab at Technicolor and held senior positions at AAA game developers Pandemic Studios, an Electronic Arts-owned developer, and Turtle Rock Studios.


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20th of February 2018

Beatrix Moersch // Freelance Sound Designer - Framing Noise

Beatrix Moersch is a Sound Designer and Composer whose recent work includes Artifact 5’s Anamorphine and Casa Rara’s Museum of Symmetry. She has been creating sound to accompany visual experiences and for its own sake for over a decade. Her introduction to interactive audio in 2012 inspired her entry into the world of games for its power to create more fully immersive sound experiences.


Tobias Paice // Audio Director - Typhoon Studios

I started the first part of my audio carrier working in music recording, radio, TV and archival sound restoration. After moving to Montreal in 2006 I landed a job a EA working on the Army of Two franchise as well as another project that never saw the light of day. Since then I have worked for WB shipping two Batman titles, started my own company, Droid Cry and most recently joined Typhoon Studios as the Audio Director.



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12th of December 2017

Guy Withmore // Composer, Creative Director & Founder - TricksterSong Productions

Guy Whitmore is a composer/audio director known for his innovative game scores. He’s worked with Sierra, Monolith, Microsoft, PopCap/EA, and others, on titles ranging from Peggle 2, Plants vs Zombies 2, Crackdown, Fable 2, No One Lives Forever, Tron 2.0 and many more.


His music, sound, and direction have earned him 4 G.A.N.G. (Game Audio Network Guild) Awards, and nominations from the AIAS (Academy of Interactive Arts and Sciences), Develop, and BAFTA. In 2017 Guy launched TricksterSong; a music production company focusing on adaptive soundtracks for games, VR, and new media.


Bjorn Jacobson // Sound Designer - CD Projekt RED & Independent

Bjørn Jacobsen, is a sound designer from Copenhagen, Denmark and he is currently working with CD Projekt RED to complete their much expected title Cyberpunk 2077; He has numerous years of experience in the AAA and indie game industy having previously worked on titles such as HITMAN, EVE Online, EVE Valkyrie and more.


Bjørn is from a both musical and technical background; with a Ba. in Electronic Music composition and a Ms. in Audio Design combined with having worked as a professional musician, audio engineer and as a recordist and audio post production for film and advertising the experience is vast and versatile from several angles; but as an avid gamer himself and a massive interest in interactive entertainment and art - the game industry was always the ultimate goal from both a practical as well as theoretical perspective.


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