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 company 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.
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 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.
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..
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.
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.
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.
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.
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.
Sound Technician - Intern
Colleagues at Bioware
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Mehmet Kalkan
Colleague at Bioware
Türkiye, Turkey
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Whitney Ayres
Colleague at Bioware
Austin, Texas, United States, United States
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Subhash Vikal
Colleague at Bioware
Delhi, India, India
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Erin Wentworth
Colleague at Bioware
Austin, Texas, United States, United States
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Steve Cheverie
Colleague at Bioware
Edmonton, Alberta, Canada, Canada
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Gilberto Usana
Colleague at Bioware
Querétaro, Querétaro, Mexico, Mexico
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David Lee
Colleague at Bioware
Toronto, Ontario, Canada, Canada
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Colin Walmsley
Colleague at Bioware
Canada, Canada
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Dick 4U2
Colleague at Bioware
Boone County, Illinois, United States, United States
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Occams Rayz0R
Colleague at Bioware
Calgary, Alberta, Canada, Canada
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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 Mehmet Kalkan, Whitney Ayres, Subhash Vikal, Erin Wentworth, and Steve Cheverie.
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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