Romain Bigorgne Email & Phone Number
@bioware.com
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Who is Romain Bigorgne? Overview
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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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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.
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Romain Bigorgne work experience
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Senior Sound Designer - Immortals: Fenyx Rising
Audio Production Manager - Assassin'S Creed Odyssey
Managing the audio team, to deliver amazing post launch content for Assassin's Creed Odyssey. DLC content, Story Packs, Title Updates
Assassin'S Creed Odyssey
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.
Lead Audio Designer - Undisclosed Project
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.
Assassin'S Creed Syndicate
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."
Assassin'S Creed Unity: Dead Kings
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.
Sound Studio Manager
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.
Sound Designer - Engine Features Development
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.
Foley Mixer/Editor - Feature Films
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)
Zombiu (Aka Zombi)
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."
Dialogue Editor - French Dubbing
Prior to entering Ubisoft, I had the opportunity to consolidate my dialogue skills working on french dubs for theatrical releases.
Sound Effects Editor / Sound Designer - Feature Films
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.
Sound Editor / Dialogue Editor - Feature Films
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
Sound Technician - Intern
Colleagues at Bioware
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Sophie Lochou
Colleague at BiowareSury-En-Vaux, Centre-Val De Loire, France
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Spencer Koenig
Colleague at BiowareEdmonton, Alberta, Canada
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Rohan Nayak
Colleague at BiowareIndia
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François Xavier
Colleague at BiowareFrance
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Marry Aruna
Colleague at BiowareUnited States
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Alain Baxter
Colleague at BiowareEdmonton, Alberta, Canada
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Daniel De Freitas
Colleague at BiowareCanada
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Alberto Ammon
Colleague at BiowareGreater Barcelona Metropolitan Area, Spain
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Gerald Rodriguez
Colleague at BiowareNorth Fort Myers, Florida, United States
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Dan Odonel
Colleague at BiowareHounslow, England, United Kingdom
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Romain Bigorgne education
Master'S Degree, Sound For Film And Multimedia
Bachelor'S Degree, Sound Engineering
Frequently asked questions about Romain Bigorgne
Quick answers generated from the profile data available on this page.
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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