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MUSIC

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Arcopa is my final 2nd-year student project in the ESMA, it was made in 4 month with a 5 people crew. Here are all the musics, sound effects and voicelines from the game Arcopa. It was recorded and mixed with Cubase then fully integrated in Unity with its own audio system. Voice : Franzie Jean-Louis

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Rubber / Holy Cab is an upcoming project on Unreal Engine with a team of 8 people, that will close my carreer bridging program at the ESMA. For this game, the end of production is supposed to be in june 2023. For all the audio experience, I'm using Wwise with Perforce, combined with Cubase for the music production, and with Adobe Audition and Murf AI for the voices.

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RUBBER

ARCOPA

MORE THAN GOOD

This is the first song I made with the Cubase 11 Bloom plugin, combined with Melodyne, and Night Call Synthwaves. I wanted to create a Zedd like atmosphere, with Carly Rae Jepsen vibes.

WE COMPOZE

We Compoze is a platform that allows songwriters to either integrate songs into a catalogue for potential TV and Radio agencies and customers, or to spontaneously apply for call for projects of specific clients with a specific demand. I now have four songs that were chosen to be part of their catalogue. By the way, if you're interested in buying those songs, you must check their website and get in touch with their team.

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Roots is a game made during the Global Game Jam 2023 with 4 teammates. Even it we were in the production of a big project (Rubber), it was important for us to partake to this global event. I designed the audio with Cubase and Sound Iron plugins, and then I implemented them in Unity with its own audio System using the layering methodology to bring dynamic levels.

The GaCha GameJam organized by Ubisoft and the Esma, was intense ! I enjoyed working with students from all over the country and from different schools. With my team, we made the game P4CT and even if we didn't win, we had the mention with honor for our Artistic Direction. We were supervised by professionals and specific Leads from different video game studios. The project was made on Unreal Engine 5.1, I created all the audio of the game with Cubase and the narrative AI Murf.

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P4CT

ROOTS

MONSTER

I wrote this song with Harly, a friend of mine, She helped me in producing adlibs that I would never found by myself, and then we worked with Philip Dust for the Mastering. This song was made on Cubase 11 combined with Melodyne.

THE FANCIES

The Fancies is a music band that lasted one year only, in which I partook with 4 other people, including the singer Lausacy. Our songs were written in an Electronic Pop genre, with english lyrics. However, we wanted something that would also include jazzy vibes. We had only one opportunity to perform, because we were a young band and we needed plenty of rehearsals. Although, Lausacy and I, we continued producing and performing together some songs in the city of Albi thanks to their "100% talent%" contest.

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This serious mobile game La Bête du Gévaudan, was created in two month with my partner Robin Boulet, during my 2nd-year in the Game Design section of the ESMA. It was my first time of implementing narrative voicelines for a game. Especially with a real voice-over actress. It was recorded and mixed with Cubase then fully integrated in Unity with its own audio system. Voice : Louise Morel

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Espace-Temps is a game made with a team of 6 people at the Perpignan Game GameJam 2022 organized by Play Curious. We had a mention with honor for the quality and the E-Sport gameplay. The game was developed on Unity, I managed the User Interface programming and all the audio of the game with Cubase and SoundIron plug-ins.

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ESPACE-TEMPS

LA BÊTE DU GÉVAUDAN

CHESS IN SPACE

Still with Cubase 11, I made this song with the singer Lausacy. We wrote the chorus in english and all the verses in french in order to combine these two languages in one french radio pop song. We strongly wanted to feel The Weeknd & Lana Del Rey vibes.

LE VILLAGE AUX MILLE ROSES

Working with the Kazico (Quasi-Collectif) allowed me to experience sound design for theater plays, particularly with Le Village Aux Mille Roses project directed by Louise Morel. Firstly, I was an actor in this play, I used to play ukulele and to perform with shadows and silhouettes. My sign language skills matched perfectly to bring emotions only with the body. We performed in the Occitanie Region and had the support of the Educationnal Ministry and the Medicis Ateliers with the "Creation En cours" opportunity to work with young audiences in rural places. I then started my career bridging program at the ESMA and had to change my position in this project, that is why I became sound designer, because I could work sporadically and take my time to create all the music and ambiances of this Tale.

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This HOMM attempt was my first final programming exam of my first year at the ESMA. The instruction was to make a quick game experience in Javascript using Phazer 3. We had the opportunity to reuse assets from the internet and as a huge fan of theses series, I wanted a big challenge. Even if the game is far from accurate and perfect, it was an amazing experience and I appreciated alot to write music like the original games.

The ESMA organized its own intercampus game jam, I was in a team of 6 people and the game was made in two days only. It wasn't finished, but we made our best to release our main features. I combined Cubase and Adobe Audition to design all the audio of the game, I then integrated them with the audio system of Unity.

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BLOBULIS

HEROES OF MIGHT AND MAGIC

HOWLIN' TONIGHT

I wrote this song in pair with the singer Harly, we were both in a wolf protection/emancipation mood, and we ended up with this emotionnal song on Cubase 11 with The Grand plugin. This song isn't masterized yet, but I tried the soundcloud automatic mastering service to test it out.

SO HIPSTER

So Hipster is my first music band that lasted almost 6 years, it had the particularity to combine music and sign language on stage. We wrote songs in a Pop Rock genre mostly in english, and then we translated them in french sign language, but in an appropriated artistic form. This helped me alot in theorizing and analyzing such types of translations especially with designed stage effects or choreographies. This project was well appreciated in the region because of accessibility improvement for deaf people in musical events, which was still new for such cultural places. We had the opportunity to play at Le Bikini in Toulouse which for all of us, is a huge success and an everlasting memory.

P4CT

ARCOPA

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The songs and sfx in this game for the Perpignan GameJam 2021 were made remotely with a team of 4 people in 2 days. It was my first game Jam, and I faced for the first time the lack of time when you only have one programmer in the team. Once the sound design were done, I then worked on UI mockups with Figma and Photoshop, all the assets created for this game couldn't be fully integrated.

At the end of my first year at the ESMA, I had to created an entire 2D video game on my own with Phazer 2. I wanted to make something about sign language because of my former studies. The lore takes place in the XVIII century in Paris, I thus wrote songs with instruments that only existed at that time, also it was an interesting exercise to find inspirations in history to create these melodies.

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TWINSIGNS

DINGUE DON !

BLUE JEANS

The singer Maana asked me to perform piano with her to make a cover of Lana Del Rey blue Jeans for a specific musical exam in her University.

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