Jose Luis Gonzalez Castro Email and Phone Number
Jose Luis Gonzalez Castro personal email
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Experienced Audio Designer with a strong background in music Composition
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Project CreatorSubrov: Underwater Discoveries Sep 2020 - PresentPontevedra, Galicia, SpainsubROV: Underwater Discoveries is an upcoming PC game where you control a remotely-operated submarine and embark on dives to explore the oceans all around the world.I am developing subROV entirely by myself. It started as a project for me to hone my skills with the audio middleware Wwise, and over time it has evolved into a full-fledged game. The project has been awarded an EU-PRTR NextGenerationEU grant, has participated with NSF-funded research, and has scientific support from both the Bermuda Institute of Ocean Sciences and the Schmidt Ocean Institute.
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Freelance Composer And Audio Designer - Dawn Of Man, Mobius MachineMadruga Works Dec 2017 - PresentPontevedra, SpainI have been in charge of everything related to sound in the two latest games of the company game, including:-Defining sound specs and working out implementation in Unity (no middleware) with the main programmer-Making and implementing all the game's sound assets-Composing, recording and implementing all the game's music -
Project CreatorMinimo Modular Synthesizer Sep 2014 - PresentminiMO is a stand-alone mini modular synthesizer made of identical modules that take on different functions depending on their programming.This is a personal project where I've taken an idea all the way to a finished product, involving a broad set of skills such as-MCU programming (C++)-Electronics (circuit design, PCB design)-3D modelling and printing-Website design and SEO
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Freelance Senior Audio DesignerSelf-Employed Jan 2014 - PresentPontevedra, SpainI work adding sounds and music to projects of all kinds and sizes.
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Lead Audio Designer (Elite Dangerous)Frontier Developments Mar 2013 - Dec 2013Cambridge, United KingdomI was in charge of audio for the game from the very beginning to the first release. Key tasks included:-Creating the game's Wwise project (sound structres, buses, states, switches, parameters, banks)-Working alongside programmers (core, gameplay, and audio) to design and implement audio features and systems-Creating all the first pass sound assets (some made it to release, while others were gradually replaced as audio team members were assigned to specific areas) -Managing, organizing, and documenting work (meetings, schedules, reports)-Managing and organizing the audio team as the project ramped up -Working on auxiliary materials, such as promotional videos -
Senior Audio DesignerFrontier Developments Jan 2010 - Feb 2013Cambridge, United KingdomAs part of the Audio Team I was assigned tasks covering all aspects of sound creation and audio systems design, using Wwise and a number of internal tools:-Kinectimals: Took on complete animal "sets", including vocalizations and sfx for gameplay and cutscenes; minigames; collision system; vehicles-Disneyland Adventures: Supervised VO implementation for the whole game; took on complete audio design and audio systems design, plus music editing, for several rides (eg. Space Mountain); created and added all animation-related audio for the characters in the park; took on audio design and audio systems design for several of the park's minigames-Zoo Tycoon: I didn't work in the project but was kindly credited in it, as the Audio Team reused some of my work from previous projects -
Sound Designer (Wanted: Weapons Of Fate), And Composer (Bionic Commando)Grin Barcelona Feb 2008 - Feb 2009Barcelona Area, SpainI was the sound designer for the Barcelona office and took charge of all sound aspects for the game Wanted: Weapons of Fate, being the only designer assigned to it for more than half of its development. Key tasks included:-Revising legacy audio systems (internal audio engine and tools) with gameplay programmers to suit the specifics of the game -Defining and adding audio for key game features (bullet time, quicktime events, enemies' reactive VO)-Creating and adding first pass sfx for gameplay (weapons, animations, impacts, ambiences...). The audio team in Stockholm revised key sounds such as weapons, and further iterations were made using the original movie's assets-Writing VO for gameplay incidentals and reactions; Overseeing VO recordings alongside with the VO director -Adding audio for cutscenes (shared with the team in Stockholm)-Adding music (assisted by the team in Stockholm)-Managing work and liaising with the main audio team (meetings, schedules, reports)-Overseeing the construction of a sound booth in the Barcelona office (liaising with contractors to make sure everything was built to spec)I'm also credited as a composer in the Bionic Commando Soundtrack, as I composed, performed, and recorded the piano version of the Main Theme heard in the game's Main Menu. It was a significant but small role, which is why I include it as an aside of my main work as sound designer
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Producer, Composer, And Sound DesignerInteraccion Sep 2006 - Dec 2007Vigo Area, SpainI was hired to help developing small games and prototypes for the company and third parties. Key tasks included:-Assisting the game director and liaising with programmers and artists to ensure a good workflow -Creating documentation and reports per project-Designing game mechanics and features with gameplay programmers-Creating music and sound assets as required Unfortunately almost none of the work I made during this time was made public, except for the tutorials I wrote at instructables for SQR, a game I codesigned and built prototypes for
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Composer And Sound DesignerGlest Feb 2002 - Mar 2005I was in charge of all audio-related aspects of the game. Key tasks included:-Defining audio specs and systems with the main programmer (custom engine)-Making and adding to the game all the game's sound assets-Composing, recording and adding to the game all the game's music Glest was awarded First Prize in the Playstation Art Futura Video Game Design Award, sponsored by Sony
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Composer And Sound Designer (El Cid)Argos Labs Oct 2003 - Nov 2004El Cid was an (unreleased) adventure game based on the animation movie of the same name. Except for VO, which I edited but didn't record, I did all music and sound work for the game, including several cutscenes that I scored and added sound effects to.
Jose Luis Gonzalez Castro Skills
Jose Luis Gonzalez Castro Education Details
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Conservatorio Superior De VigoMusic Composition -
CcmixElectroacoustic Composition -
Conservatorio Superior De VigoPiano Performance
Frequently Asked Questions about Jose Luis Gonzalez Castro
What company does Jose Luis Gonzalez Castro work for?
Jose Luis Gonzalez Castro works for Madruga Works
What is Jose Luis Gonzalez Castro's role at the current company?
Jose Luis Gonzalez Castro's current role is Freelance Composer and Audio Designer.
What is Jose Luis Gonzalez Castro's email address?
Jose Luis Gonzalez Castro's email address is jo****@****ail.com
What schools did Jose Luis Gonzalez Castro attend?
Jose Luis Gonzalez Castro attended Conservatorio Superior De Vigo, Ccmix, Conservatorio Superior De Vigo.
What are some of Jose Luis Gonzalez Castro's interests?
Jose Luis Gonzalez Castro has interest in Origami, Synthesizers, Geodesic Domes, Gardening, Literature, Music, Holography.
What skills is Jose Luis Gonzalez Castro known for?
Jose Luis Gonzalez Castro has skills like Sound, Video Games, Sfx, Field Recording, Game Development, Sound Design, Computer Games, Dialogue Editing, Xbox 360, Ps3, Game Audio, Sound Forge.
Who are Jose Luis Gonzalez Castro's colleagues?
Jose Luis Gonzalez Castro's colleagues are Martiño Figueroa, Tom W..
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Jose Luis Castro González
Greater La Coruña Area -
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