Jose Luis Gonzalez Castro
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Jose Luis Gonzalez Castro Email & Phone Number

Project Creator at Madruga Works
Location: Greater Vigo Metropolitan Area, Spain 10 work roles 3 schools
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Current company
Role
Project Creator
Location
Greater Vigo Metropolitan Area, Spain
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Who is Jose Luis Gonzalez Castro? Overview

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Jose Luis Gonzalez Castro is listed as Project Creator at Madruga Works, a with 3 employees, based in Greater Vigo Metropolitan Area, Spain. AeroLeads shows a matched LinkedIn profile for Jose Luis Gonzalez Castro.

Jose Luis Gonzalez Castro previously worked as Project Creator at Subrov: Underwater Discoveries and Freelance Composer and Audio Designer - Dawn of Man, Mobius Machine at Madruga Works. Jose Luis Gonzalez Castro holds Titulo Superior, Music Composition from Conservatorio Superior De Vigo.

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Madruga Works

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Profile bio

About Jose Luis Gonzalez Castro

Experienced Audio Designer with a strong background in music Composition

Listed skills include Sound, Video Games, Sfx, Field Recording, and 43 others.

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Jose Luis Gonzalez Castro's current company

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Madruga Works
Madruga Works
Project Creator
Employees
3
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10 roles

Jose Luis Gonzalez Castro work experience

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Project Creator

Current
Subrov: Underwater Discoveries

Pontevedra, Galicia, Spain

subROV: 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.

Sep 2020 - Present

Freelance Composer And Audio Designer - Dawn Of Man, Mobius Machine

Pontevedra, Spain

I 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 Creator

Minimo Modular Synthesizer

miniMO 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

Freelance Senior Audio Designer

Self-Employed

Pontevedra, Spain

I work adding sounds and music to projects of all kinds and sizes.

Lead Audio Designer (Elite Dangerous)

Cambridge, United Kingdom

I 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

Mar 2013 - Dec 2013

Senior Audio Designer

Cambridge, United Kingdom

As 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

Jan 2010 - Feb 2013

Sound Designer (Wanted: Weapons Of Fate), And Composer (Bionic Commando)

Grin Barcelona

Barcelona Area, Spain

I 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

Feb 2008 - Feb 2009

Producer, Composer, And Sound Designer

Interaccion

Vigo Area, Spain

I 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

Sep 2006 - Dec 2007

Composer And Sound Designer

Glest

I 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

Feb 2002 - Mar 2005

Composer And Sound Designer (El Cid)

Argos Labs

El 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.

Oct 2003 - Nov 2004
3 education records

Jose Luis Gonzalez Castro education

Titulo Superior, Music Composition

Conservatorio Superior De Vigo

Electroacoustic Composition

Ccmix

Titulo Superior, Piano Performance

Conservatorio Superior De Vigo
FAQ

Frequently asked questions about Jose Luis Gonzalez Castro

Quick answers generated from the profile data available on this page.

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 Madruga Works?

Jose Luis Gonzalez Castro is listed as Project Creator at Madruga Works.

Where is Jose Luis Gonzalez Castro based?

Jose Luis Gonzalez Castro is based in Greater Vigo Metropolitan Area, Spain while working with Madruga Works.

What companies has Jose Luis Gonzalez Castro worked for?

Jose Luis Gonzalez Castro has worked for Subrov: Underwater Discoveries, Madruga Works, Minimo Modular Synthesizer, Self-Employed, and Frontier Developments.

Who are Jose Luis Gonzalez Castro's colleagues at Madruga Works?

Jose Luis Gonzalez Castro's colleagues at Madruga Works include Tom W. and Martiño Figueroa.

How can I contact Jose Luis Gonzalez Castro?

You can use AeroLeads to view verified contact signals for Jose Luis Gonzalez Castro at Madruga Works, including work email, phone, and LinkedIn data when available.

What schools did Jose Luis Gonzalez Castro attend?

Jose Luis Gonzalez Castro holds Titulo Superior, Music Composition from Conservatorio Superior De Vigo.

What skills is Jose Luis Gonzalez Castro known for?

Jose Luis Gonzalez Castro is listed with skills including Sound, Video Games, Sfx, Field Recording, Game Development, Sound Design, Computer Games, and Dialogue Editing.

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