I'm a Sound Designer and Media Composer from Montréal, Canada. As you will see from my resume, my training is related to music, its production and I have about 3 years of experience as a sound designer where I was able to integrate my academic background. On my previous work, I was a sound designer for an external audio provider for video games, Vibe Avenue, which SIDE Global eventually acquired. My role could be summarized as follows: I had to produce quality audio or music for the projects I was working on with softwares such as Reaper and Izotope RX suite, through recordings, libraries and synthesis; integrate the audio produced into the game audio systems used by our clients, as well as set up the systems, if necessary, using middlewares such as Wwise or FMOD and game engines such as Unreal Engine 5 or Unity; maintain strong communication with the various stakeholders to remain flexible regarding what is needed; ensure solid quality control and a peer-reviewed mix, or participate in the review if it was that of a colleague. In my case, specifically, I was also responsible for the technical side and logistics of the majority of vocal recordings as well as Foley sessions and I had to carry out their post-production afterwards. Indirectly, I was therefore able get an introduction to the direction of sessions, the casting of voice actors and the management of acoustics. --- **Employment and project experience** **Audio Designer** Vibe Avenue, SIDE Global _September 2021 - May 2024_ **L'Odyssée musicale du jeu vidéo 2018** Orchestral composition contest _2018_

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PRO

I'm a Sound Designer and Media Composer from Montréal, Canada. As you will see from my resume, my training is related to music, its production and I have about 3 years of experience as a sound designer where I was able to integrate my academic background. On my previous work, I was a sound designer for an external audio provider for video games, Vibe Avenue, which SIDE Global eventually acquired. My role could be summarized as follows: I had to produce quality audio or music for the projects I was working on with softwares such as Reaper and Izotope RX suite, through recordings, libraries and synthesis; integrate the audio produced into the game audio systems used by our clients, as well as set up the systems, if necessary, using middlewares such as Wwise or FMOD and game engines such as Unreal Engine 5 or Unity; maintain strong communication with the various stakeholders to remain flexible regarding what is needed; ensure solid quality control and a peer-reviewed mix, or participate in the review if it was that of a colleague. In my case, specifically, I was also responsible for the technical side and logistics of the majority of vocal recordings as well as Foley sessions and I had to carry out their post-production afterwards. Indirectly, I was therefore able get an introduction to the direction of sessions, the casting of voice actors and the management of acoustics. --- **Employment and project experience** **Audio Designer** Vibe Avenue, SIDE Global _September 2021 - May 2024_ **L'Odyssée musicale du jeu vidéo 2018** Orchestral composition contest _2018_

Available to hire

I’m a Sound Designer and Media Composer from Montréal, Canada.
As you will see from my resume, my training is related to music, its production and I have about 3 years of experience as a sound designer where I was able to integrate my academic background. On my previous work, I was a sound designer for an external audio provider for video games, Vibe Avenue, which SIDE Global eventually acquired. My role could be summarized as follows: I had to produce quality audio or music for the projects I was working on with softwares such as Reaper and Izotope RX suite, through recordings, libraries and synthesis; integrate the audio produced into the game audio systems used by our clients, as well as set up the systems, if necessary, using middlewares such as Wwise or FMOD and game engines such as Unreal Engine 5 or Unity; maintain strong communication with the various stakeholders to remain flexible regarding what is needed; ensure solid quality control and a peer-reviewed mix, or participate in the review if it was that of a colleague. In my case, specifically, I was also responsible for the technical side and logistics of the majority of vocal recordings as well as Foley sessions and I had to carry out their post-production afterwards. Indirectly, I was therefore able get an introduction to the direction of sessions, the casting of voice actors and the management of acoustics.

Employment and project experience

Audio Designer Vibe Avenue, SIDE Global
September 2021 - May 2024

L’Odyssée musicale du jeu vidéo 2018 Orchestral composition contest
2018

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Skills

Ji
Jingle
Mu
Music Theory
reaper
So
Soundtrack
Vo
Voiceover
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Experience Level

Jingle
Expert
Music Theory
Expert
reaper
Expert
Soundtrack
Expert
Voiceover
Expert
Steinberg Cubase
Expert
Unity
Expert
Lead Vocal
Expert
Izotope Neutron
Expert
Instrumental
Expert
Izotope Ozone
Expert
Unreal Engine 4
Intermediate
Pro Tools
Intermediate
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Education

Bachelor of fine arts, music at Université de Montréal
September 4, 2017 - May 3, 2021
Curriculum built around music composition for the media (film, video games) and its production.

Qualifications

Wwise 251, Audiokinetic
September 1, 2022 - September 1, 2022
Optimisation, Wwise
Wwise 201, Audiokinetic
October 23, 2024 - October 23, 2024
Wwise 101, Audiokinetic
December 1, 2021 - December 1, 2021
Audio implementation, Wwise

Industry Experience

Gaming, Media & Entertainment, Retail, Computers & Electronics
    uniE613 Soundcloud
    https://soundcloud.com/pauldubreuil/sets/portfolio?si=2fe196c35bfb4f209009b52259f07780&utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing
    uniE613 Sound Design Portfolio - Releases and Redesigns
    https://youtu.be/CtpQgbVtKfA?si=b0J_LugkNmxsrt8r