You are stranded on an unknown island after a storm crashed your boat crashed ashore. You must find a way to leave the island, but mystery awaits...
The Island is a project I am currently working on, highly inspired by the Uncharted series.
It is a vertical slice of an adventure game with light puzzles, platforming, and a stealth section.
The objective is to find a way to escape the island. As the Player explores, he will find several clues about the island's history, revealing what happened to the previous inhabitants, and the intentions of the new ones...
Assassin's Creed Valhalla is an action role-playing video game developed by Ubisoft Montreal and published by Ubisoft.
It is the twelfth major installment and the twenty-second release in the Assassin's Creed series, and a successor to the 2018's Assassin's Creed Odyssey.
Set in 873 AD, the game recounts a fictional story during the Viking invasion of Britain.
The player controls Eivor, a Viking raider who becomes embroiled in the conflict between the Brotherhood of Assassins and the Templar Order.
I worked on Assassin's Creed Valhalla for a short time near the end of the production to help the Voice Design team during the last push before the release.
My responsibilities were focused around the enemy units and their combat behaviors.
/// There is unfortunately very little I can tell about this project. ///
I was the only Voice Designer working on this project for close to a year and a half, where I was then joined by someone else for the last few months.
During this project, I worked very closely with the Writing team to build the Main and Side-missions, cinematics, and ambient life on the narrative side.
I also worked with the Level Design team to help build the gameplay part of our missions and bring the environments to life with NPCs and ambient life.
My responsibilities were focused on everything related to the voices in our game:
I learned a lot from one of the challenges we had on our project, which involved designing an intensive branching dialogue system. It depended on multiple
parameters (timeline, game progression, "Karma", in-game actions...).
Alongside our Tools team, Gameplay Programmers, and Narrative team, we came up with a great pipeline.
When the project was in its early stages of development, I took the responsibility to organize, record, and edit temp voice assets by recording colleagues from the studio.
Doing so allowed me to implement the recorded material in the engine within a few days after receiving a concept.
The temp voices would give the producers and designers a solid idea of what the final product would be without waiting months to get professional actors in the booth.
This helped us move forward with some concepts and made us rethink others.
After a great cataclysm, 3 of the fiercest warrior factions in history clash in an epic battle for survival.
Join the war as a bold Knight, brutal Viking, or deadly Samurai and fight for your faction's honor.
Carve a path of destruction across the battlefield in this fast-paced thriller that mixes skill with visceral melee combat.
For Honor is an action fighting game set during a medieval, fantasy setting.
Players can play as a character from three different factions, namely the Iron Legion (Knights), the Warborn (Vikings), and the Dawn Empire (Samurai).
I joined For Honor as a Voice Designer. My role on the project was to bring the playable characters to life by giving them a voice.
My responsibilities:
After a great cataclysm, 3 of the fiercest warrior factions in history clash in an epic battle for survival.
Join the war as a bold Knight, brutal Viking, or deadly Samurai and fight for your faction's honor.
Carve a path of destruction across the battlefield in this fast-paced thriller that mixes skill with visceral melee combat.
For Honor is an action fighting game set during a medieval, fantasy setting.
Players can play as a character from three different factions, namely the Iron Legion (Knights), the Warborn (Vikings), and the Dawn Empire (Samurai).
I joined For Honor as a Voice Designer. My role on the project was to bring the playable characters to life by giving them a voice.
My responsibilities:
Read this article about the production.
Zafari is a CG animated children’s television series in which animals are magically born with the skin of other creatures.
The show is notable as the first animated television series being rendered entirely with Unreal Engine 4.
I joined the team as a Technical Artist and had the opportunity to work on a lot of aspects of the production.
My responsibilities were: