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About Me

I began my career in post production as a Sound Designer and Recording Engineer, working on television series and feature films across sound editorial, Foley, and mix support. That foundation shaped my attention to detail, narrative awareness, and understanding of audio storytelling.

I later transitioned into interactive audio, designing and implementing sound for indie titles using Unity, Unreal Engine 5, and Godot. This period strengthened my systemic thinking and technical integration skills.

I then worked as a Technical Sound Designer and Music Designer on two unannounced AA projects built in Unreal Engine 5 with Wwise. I led key audio pillars including weapons, environments, Foley, and 3D spatial mixing, while also developing custom tools and workflows using Unreal Blueprints to support scalable production.

Today, I contribute to multiple AAA productions with Molinare, Krafton Montréal, and Wargaming. My focus includes creatures, abilities, combat systems, environmental soundscapes, UI, and cinematic layers, alongside Wwise implementation and logic structuring. I collaborate closely with design and technical teams to ensure audio remains consistent, readable, and performant within complex gameplay systems.

Alongside production work, I create professional SFX libraries and instrument content, including collaborations with Arturia and Tonsturm. I also teach sound design part time and share practical breakdowns and process insights through educational content.

Recent games I’ve been playing include The Legend of Zelda: Tears of the Kingdom, Horizon Forbidden West, Hogwarts Legacy, Escape from Tarkov, Overwatch 2, Ghost of Yōtei, Lies of P, Reanimal, Elden Ring, and League of Legends.

My studio is fully equipped for high performance remote collaboration:

-Mac Studio M1 Max, 32GB RAM, 2TB SSD running Reaper, Ableton Live, Pro Tools, iZotope RX, SoundQ, and related tools.

-Custom Windows workstation with Ryzen 5600X, 64GB RAM, RTX 4060, dedicated SSD and storage for Unreal Engine 5, Unity, Wwise, and FMOD development.

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If you’d like more information about my work, get in touch today.

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©2024 by Paul Renard

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