Romain Bigorgne
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Romain Bigorgne Email & Phone Number

Technical Audio Supervisor - Senior Audio Artist II @ EA-BioWare at Bioware
Location: Edmonton, Alberta, Canada 15 work roles 2 schools
1 work email found @bioware.com LinkedIn matched
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Role
Technical Audio Supervisor - Senior Audio Artist II @ EA-BioWare
Location
Edmonton, Alberta, Canada
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Romain Bigorgne is listed as Technical Audio Supervisor - Senior Audio Artist II @ EA-BioWare at Bioware, a with 541 employees, based in Edmonton, Alberta, Canada. AeroLeads shows a work email signal at bioware.com and a matched LinkedIn profile for Romain Bigorgne.

Romain Bigorgne previously worked as Technical Audio Supervisor at Bioware and Senior Sound Designer - Immortals: Fenyx rising at Ubisoft. Romain Bigorgne holds Master'S Degree, Sound For Film And Multimedia from Université De Provence (Aix-Marseille I).

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Profile bio

About Romain Bigorgne

I am a senior video game audio professional, with strong audio background, technical capabilities and leadership / management skills. - 4 AAA fully shipped video game titles ,1 fully functional VR prototype, additional collaborations on several games, and various prototyping on canceled projects.- Wwise advance implementations, mechanics and pipelines. Strong knowledge of Wwise API and interfacing methods- Video games and feature films audio experience in the USA, Canada, France and South Korea.- Strong technical profile, with intermediate level in software development. Notion of code, C# intermediate, good knowledge and understanding of Wwise API. Good knowledge of Unity API.-Over 40 credits as sound editor or Foley mixer/editor in the film industryVideo games audio design: systems, implementations, systemic and procedural designs, complex structures to power AAA titles needs. Video game engines: audio tools and features development. Cross-fields pipeline building. Audio assets productionSound effects editing Surround mixing (linear and in game)Custom sound effects recording Foley recording/editing/mixingDialogue editingSound library and metadata managementSource control and versioning.

Listed skills include Audio Post Production, Sound Design, Sound Editing, Dialogue Editing, and 21 others.

Current workplace

Romain Bigorgne's current company

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Bioware
Bioware
Technical Audio Supervisor - Senior Audio Artist II @ EA-BioWare
edmonton, alberta, canada
Website
Employees
541
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15 roles

Romain Bigorgne work experience

A career timeline built from the work history available for this profile.

Technical Audio Supervisor

Current

Edmonton, Alberta, Canada

Jun 2020 - Present

Senior Sound Designer - Immortals: Fenyx Rising

Quebec, Canada

Jun 2019 - May 2020

Audio Production Manager - Assassin'S Creed Odyssey

Quebec, Canada

Managing the audio team, to deliver amazing post launch content for Assassin's Creed Odyssey. DLC content, Story Packs, Title Updates

Nov 2018 - May 2019

Assassin'S Creed Odyssey

Quebec, Canada

In charge of many aspect of the game audio: characters content, scripted content, dynamic dialogue system, quest system, game flow and transitions. Mentoring juniors in their mandates.

May 2017 - Oct 2018

Lead Audio Designer - Undisclosed Project

Quebec, Canada

Proposing a global audio artistic vision to the core team.Setting up all technical and implementations audio needs for a undisclosed project.Starting from scratch with programmers to build all needed systems. Wwise interfacing, Sound data and builds management, Ambiance and reverb systems, core game parameters, animation audio tools, support classes for Wwise event in code, sound managers, Bank management, memory and streams....Setting up pipelines for voice, music and sound effects.

Jan 2016 - Apr 2017

Assassin'S Creed Syndicate

Quebec, Quebec, Canada

Audio Design, assets, implementation and premix for all combat, assassinations, weapon, firearms.Responsible for legacy and new content on Parkour, navigation, player interaction and tools.Custom Foley recordings as main material for all assets implemented. Custom animation pipeline co-development.IGN says:"Helping the game design in this respect is Assassin’s Creed Syndicate’s audio, which emphasises the action by bringing the different weapons available to life. While the sound of wood hitting flesh or steel slowly penetrating skin may have been created in a Canadian studio via a perfectly humane series of assaults on fruit and vegetables, it’s especially important all the sounds were right this time around given the vast array of offensive tools on offer, from throwing knives to knuckledusters."

Nov 2014 - Jan 2016

Assassin'S Creed Unity: Dead Kings

Montpellier Area, France

Main sound designer on the DLC campaign for assassin's creed unity : Dead Kings. The challenge was real as the Montpellier team chose to have a brand new world, new npcs and behaviors, new weapon, gameplay features, new music and a totally different atmosphere and tone.My tasks were the following: - Design, implementation and audio assets production for: the new mortar gun, the animal bulks, several new GPIs, mission scripted sound effects.- Design, implementation and audio assets for the ambiences of the new town, buildings interiors and the huge labyrinth of undergrounds.- Music implementation: new combat music, sandbox music and mission music.- Cut-scenes audio implementation - New Walla system, overridden from the main game.My duties also included assisting technically and artistically the junior sound designer, who carried on as the sound designer for the DLC of AC Syndicate.

Mar 2014 - Nov 2014

Sound Studio Manager

Montpellier Area, France

I have been responsible for the Montpellier sound studios management. My experience in the film industry helped me re design and setup hardware and software configurations for the studios that matched the needs of the different projects. The duties were the following: - Foley room: microphones and preamps purchase. Props gathering and storage solutions. footsteps pit building. Audio interface and full re patch. - Field recording equipment: recorder, microphones and accessories purchase. - Sound studios: new setup to merge pro tools workstations, game engine PCs, Dev kits and retail consoles into a perfectly calibrated monitoring system, with consistent SPL level and accurate electrical alignment for LUFS mesures. Purchase of Pro AV receivers preamp, audio interfaces and computers. Hardware and software setup.- Network management. Project drives on workstations, backups.- Sound Libraries for the studio: purchase according to project or studio needs. Metadata editing on existing libraries, soundminer setups on studio and sound designer workstations.

Jan 2012 - Oct 2014

Sound Designer - Engine Features Development

Montpellier Area, France

After the launch of ZombiU, I have worked closely with Ubisoft Montpellier audio programmer to improve a legacy ambiance system and to develop a fully systemic meteorological sound system for an upcoming vast open world project that unfortunately got canceled. Some of the design and technology actually made it to the up coming title Ghost Recon Wildlands: - Ambiance system rebuild to 5.0 and based on player to emitters orientation, center channel dynamic management- Wind pad design based on multiple layers hooked to time of day, seasons and other parameters- World props reacting to a wind gust system, via real life accurate resonance or deflection. - Wind gusts driving world props animations and gfx using Wwise generated game parameters as master.

Feb 2013 - Mar 2014

Foley Mixer/Editor - Feature Films

Freelance

Anywhere

In addition to my main work as a video game sound designer, I still frequently involved with great projects doing Foley work with my friend Bastien Benkhelil @ Anomaly Sound. Staying in touch with feature film post production is a great way for me to keep up with the sense of detail in sound to picture. Projects include:I am wrath, Animals, 400 Days, I spit on you grave 2, A darker reality, Abandoned, Dawn (Short)

Jan 2012 - Dec 2019

Zombiu (Aka Zombi)

Montpellier Area, France

My career in game audio started in Montpellier with the production of ZombiU. Having previously been an sound editor for the feature film industry, I got hired as the main audio artist for the project. Towards the end of the project though, I started doing more and more implementation of characters audio (player and zombies)- Audio production of all in game assets: ambiances, sound effects, foley.- Original idea and design for using death metal singers for the zombi vocalisations. We have casted, coached, recorded singers from various extreme metal bands and processed the material to obtain this unique sound signature that has been noticed and acclaim by most critic reviews.- Sound edit and mix of all cut-scenes, including dialogue in all localized languages. - All character animation Foley and sound FX implementationNinento enthusiast says:"Sound design is the thing that can really make a horror game, and ZombiU absolutely nails it. Absolutely knocks it out of the park"Pushsquare says: "...the cherry on the top of Zombi's atmosphere comes from its brilliant audio. The bloodcurdling cries of the infected will send a shiver down your spine as you explore and fight, while the up-tempo music that accompanies danger will get your heart racing. It all comes together to immerse you in the world and heighten the fear exceptionally"IGN says: "Zombi rightfully puts the emphasis on sound and lighting rather than a raw pixel count. The rough edges didn’t matter when I crept along at a snail’s pace with my eyes locked on the next dark hallway. The artists and sound designers nailed the atmosphere."

Jan 2012 - Nov 2012

Dialogue Editor - French Dubbing

Cinephase

Paris Area, France

Prior to entering Ubisoft, I had the opportunity to consolidate my dialogue skills working on french dubs for theatrical releases.

Jun 2011 - Dec 2011

Sound Effects Editor / Sound Designer - Feature Films

Livetone

Seoul, Korea

Following my experience in Los Angeles in the indie film industry, I got the privilege to start working for the leading audio post house in South Korea. This intense year had seen me work on 10 feature films, but also live action tv shows.I had the great honor to cut sound effects for Kim Jee Woon masterpiece, "I saw the devil", and the internationally acclaimed action thriller "The yellow sea" by Na Hong Jin ( Director of The Chaser).Notable projects:I Saw The Devil - from Kim, Jee Woon (Two sisters, A bittersweet Life)The Yellow See - from Na, Hong Jin (The Chaser)Other features: Doomsday Book, Haunters, A Better Tomorrow, Battlefield Heroes, Festival, The Quiz Show Scandal, Man Of Vendetta, Moby Dick.

Apr 2010 - Apr 2011

Sound Editor / Dialogue Editor - Feature Films

Virtualmix

Burbank, California

Before the end of my internship at Larson studio, I started to work at Virtualmix mainly as a dialogue editor, with supervising sound editor and re-recording mixer Patrick Giraudi. I also cut sound effects and recorded foley on some projects with Bastien Benkhelil with whom I still work on occasions. My strongest experience was cutting the dialogue for the festival mix of golden globe winner "The kids are all right". Projects include: The Kids Are All Right (Uncredited - Festival mix dialogue editor), Angel Camouflaged, Brotherhood, Spork, Tekken, Tekken 2

Sep 2009 - Apr 2010

Sound Technician - Intern

Hollywood

Apr 2009 - Jul 2009
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Colleagues at Bioware

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2 education records

Romain Bigorgne education

FAQ

Frequently asked questions about Romain Bigorgne

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What company does Romain Bigorgne work for?

Romain Bigorgne works for Bioware.

What is Romain Bigorgne's role at Bioware?

Romain Bigorgne is listed as Technical Audio Supervisor - Senior Audio Artist II @ EA-BioWare at Bioware.

What is Romain Bigorgne's email address?

AeroLeads has found 1 work email signal at @bioware.com for Romain Bigorgne at Bioware.

Where is Romain Bigorgne based?

Romain Bigorgne is based in Edmonton, Alberta, Canada while working with Bioware.

What companies has Romain Bigorgne worked for?

Romain Bigorgne has worked for Bioware, Ubisoft, Freelance, Cinephase, and Livetone.

Who are Romain Bigorgne's colleagues at Bioware?

Romain Bigorgne's colleagues at Bioware include Sophie Lochou, Spencer Koenig, Rohan Nayak, François Xavier, and Marry Aruna.

How can I contact Romain Bigorgne?

You can use AeroLeads to view verified contact signals for Romain Bigorgne at Bioware, including work email, phone, and LinkedIn data when available.

What schools did Romain Bigorgne attend?

Romain Bigorgne holds Master'S Degree, Sound For Film And Multimedia from Université De Provence (Aix-Marseille I).

What skills is Romain Bigorgne known for?

Romain Bigorgne is listed with skills including Audio Post Production, Sound Design, Sound Editing, Dialogue Editing, Sound, Video Games, Sfx, and Pro Tools.

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