Projects
General Director of Tourism for Venise-en-Quebec
As the General Director of Tourism for Venise-en-Quebec, I am passionate about events and the wow factor in everything I undertake.
- Creation and organization of summer events
- Promoting the municipality in the media (Journal de Montréal, Salut Bonjour, Le Soleil, Canada Français, and others)
- Planning and managing the calendar. Event logistics
- Welcoming 25,000 visitors from around the world
- Updating websites, digital kiosks, and promotional materials
- Responsible for the Board of Directors and meetings
I also worked with the audio team at Behavior Interactive in 2023. I am passionate about audio in all its forms and a fan of video games. My background has led me to work on various artistic projects, and over the years, combining these passions has come naturally. For me, all the sounds of everyday life can be a source of inspiration and creativity triggers.
Graduated in integration and sound design for video games, I use the following software:
- Wwise
- Reaper/Cubase/Nuendo
- Unity
- Perforce
- C# script with Visual Studio
Introduction to:
- Protools
- Unreal
As a host, composer, DJ, and sound designer in various musical projects, I ensure their artistic direction. Influential and trend-aware, I challenge myself to think outside the box by being versatile and original.
Additionally, I have several years of experience as a manager in the industrial sector, including many years as a quality technician, which has given me significant experience in a demanding production environment. (Check out my portfolio to learn more.)
https://www.vincentlariviere.com/
Dead By Daylight
BEHAVIOUR INTERACTIVE
AVAILABLE ON: Steam-PS4/PS5-Xbox-PC
TYPE OF GAME: Multiplayer
THEME: Horror game
TOOLS: Wwise, Reaper
SYNOPSIS
Horror game where one player takes on the role of the savage Killer, and the other
four players play as Survivors, trying to escape the Killer and avoid being caught and killed.
MY ROLE
Being part of the marketing team by creating the universe and the sound mix for various collections clips and advertising trailers intended for all platforms. Assigned on several projects for the game Dead By Daylight including the arrival of Nicolas Cage as a character, working with trademarks such as Alien and the new map Nostromo entire properties of Walt Disney Silent Hill and more.
AUDIO
Retain the disturbing and gloomy horror soundscape of Dead By Daylight with ambiences and SFX. Make rigorous choices in the sound banks assigned to the characters and map specifically. Respect the high level of professionalism for the mix and sound choice.
AUDIO TEAM
A great solid, creative and clever team that I had the pleasure of working with every day.
ORGANIZATIONAL METHOD
We had weekly meetings with our team and other project departments. All tasks that needed to be completed by deadlines were all listed in Jira and online documentations.
Islands Of Insight
BEHAVIOUR INTERACTIVE
AVAILABLE ON: Steam
TYPE OF GAME: Multiplayer
THEME: Aventure
SYNOPSIS
Islands of Insight is an epic shared-world puzzle adventure game where you play as a Seeker on a peaceful journey of exploration and discovery. Seek out and solve mysterious puzzles in every corner of a peaceful open world — alone or with other players.
MY ROLE
Working on a few aspects of this new game. Intro audio mixing, some play tests with the entire Behavior team before the release.
Tape To Tape
TRYPTIQUE AUDIO
AVAILABLE ON: Steam
TYPE OF GAME: Sports
THEME: Hockey / Roguelite
SYNOPSIS
Tape to Tape combines the fast-paced gameplay of 90s hockey games with the gameplay enhancements of modern games, bringing together the best of arcade games and simulation games. Modern hockey games are more focused on emulating real hockey. These games are all about puck possession and slower play. Tape to Tape on the other hand is much faster and emphasizes speed and counterattacks while remaining true to the essence of hockey.
On offense, players can cross the rink at high speed from one zone to another thanks to their explosive accelerations. With the push of a button, players can pass the puck in succession for high-speed counterattacks.
Defensively, this same acceleration mechanism allows players to always stay in the heart of the action and perform, if necessary, violent checks anywhere on the ice.
MY ROLE
On this project I was in charge of the sound design of several aspects in the game. As much on sounds during the game, atmospheres and anthems of distinguished teams during the respective menus. I also had the responsibility of mixing several songs and themes.
AUDIO
A few studio and outdoor recording sessions were done for this project. The use of wood, plastic are ideal for tracing certain ice and player impact sounds. The use of personal and commercial soundbanks was also very useful.
AUDIO TEAM
A great solid, creative and clever team that I had the pleasure of working with.
ORGANIZATIONAL METHOD
On the schedule, weekly meetings with the team director to guide the artistic choices for the project as well as the distribution of roles in the team. A clear and well-filled asset list allowed us to clearly see the evolution of the project.
Our assigned tasks that needed to be completed by deadlines were all listed in online Google docs.
Forbidden Escape
CAMPUS ADN
TIMELINE: 15 weeks
AVAILABLE ON: Steam
TYPE OF GAME: 3rd person RPG
THEME: Horror, paranormal, psychological, cosmic
TOOLS: Wwise 2021.1.8.7831, Unity 2021.2.17f1, Perforce, Reaper
SYNOPSIS
During World War II, excessive experimentation on the Inpesca artifact resulted in an explosion on the ship. Riley wakes up after a week-long coma in a transformed environment. She quickly realizes that she is in danger in this affected ship. The entire crew is either dead or transformed.
MY ROLE
On this project I was responsible for the design and sound integration with @ Emile. Together we covered foley recording indoor and outdoor sessions, design and editing. The sounds were then approved by the other members of the team in order to integrate them into the Wwise middleware.
AUDIO
For our studio recording sessions, we used metal plates, steel shelves, construction tools (drill, saw, sandblaster, etc.) and also raw materials such as plywood, styrofoam, plastic and even dug into the bin for plastic packaging.
Outdoor sessions on boats and on the waterfront were also carried out for marine and other sound environments on the ship.
The use of commercial soundbanks has also been very useful.
DIFFICULTIES
Created remotely, this complete video game is made in 15 weeks.
Near the end of the project, the loss of 2 directors and other important allies contributed to tightening the bonds within the entire production team. The management of vacant tasks was done by me and my colleagues. Working together with the other teams (modelers, 3D animators, writers and level design), we were able to meet the challenge.
AUDIO TEAM
Composed of: @Patrick Tremblay, @Charles-Antoines Morin, @Emmanuel Doucet, @Emile Dubé, @Etienne Thibeault, Vincent Dargis and mysefl.
A great solid, creative and clever team that I had the pleasure of working with every day.
ORGANIZATIONAL METHOD
We had daily and weekly meetings with our team and other project departments. Our assigned tasks that needed to be completed by deadlines were all listed in online Google docs.
Agent Jean
TRYPTIQUE AUDIO
AVAILABLE ON: https://ici.radio-canada.ca/jeunesse/scolaire/jeux
TYPE OF GAME: Kids / Patience / PacMan
Theme: Retro gaming
SYNOPSIS
Straight out of the 1980s games, this PacMan-like game, be agent Jean and catch the pellets while saving yourself from the enemies chasing you.
MY ROLE
On this project I was in charge of the sound design.
AUDIO
For this retro-looking project I used an 8-bit VST simulator to get the desired sound as well as personal and commercial sound banks are very useful.
SOUND TEAM
A great, solid, creative and astute team that I enjoyed working with.
ORGANIZATIONAL METHOD
On the schedule, brainstorming to guide the artistic choices for the project as well as the distribution of roles in the team. A clear and well-filled asset list allowed us to clearly see the evolution of the project.
Our assigned tasks that needed to be completed by deadlines were all listed in online Google docs.
GAME JAM
The Last Root Standing
UNITY GAME JAM
AVAILABLE ON: https://trypants.itch.io/thelastrootstanding
TYPE OF GAME: Survival / Patience
THEME: Unity Globale Game Jam 2023 - Subject: Roots
TIMELINE: 48 hours
TEAM: https://globalgamejam.org/2023/games/last-root-standing-9
SYNOPSIS
The Last Root Standing is a game that takes place in a large Canadian forest and aims to avoid being cut down by small lumberjacks coming from everywhere to finish cutting it. The player is the tree and can hit the lumberjacks with this large malleable branch on all sides. However, the loggers are voracious and want to cut down this tree at all costs.
MY ROLE
On this project I was in charge of sound design and voice recording.
AUDIO
During a short game jam, the use of personal and commercial soundbanks is very useful and fast.
SOUND TEAM
A great, solid, creative and astute team that I enjoyed working with for 48 hours.
ORGANIZATIONAL METHOD
On the schedule, brainstorming to guide the artistic choices for the project as well as the distribution of roles in the team. A clear and well-filled asset list allowed us to clearly see the evolution of the project.
Our assigned tasks that needed to be completed by deadlines were all listed in online Google docs.
https://globalgamejam.org/2023/games/last-root-standing-9
Ok Volca
Slam Disques
AVAILABLE: All music streaming platforms
MUSIC STYLE: French/Rock/Hardcore/Punk music
SINCE: 2006
MY ROLE
Guitarist, composition and sound design.
METHOD
Since 2005 I have been working on my compositions with Cubase. Initially it was with Cubase SX 3.1. Using Native Instrument VST and plugin series. Thereafter I continued my work with the other series of Cubase. Since 2020 I use Reaper for my all my audio works.
For more info about music: