
Technical sound designer @Ubisoft Previous projects : Ghost Recon : Breakpoint, R6 Extraction, AC : Valhalla Currently working on Assassin's Creed : Mirage
Bordeaux, France
Joined March 2018
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Raphaël MARCHETTI retweeted
🔥 Crafting the Authentic Sound of Assassin’s Creed Mirage – w/ @_emarque_ @romualdtestier Yannick Bertelli @ClavelLuc Adrien Sesé, Isaline Marquaire @Zarrawen Matthieu Henot & @raphmarchetti @UbisoftFR @assassinscreed
👉 asoundeffect.com/assassins-c…
#sounddesign #gameaudio #gamedev
Thinking about leveraging the fact that VG have volume sliders to create a YT channel for SDs with loads of videos of gameplay with only VO for resounds. Seen to many resounds w/ "homemade VO" where it shouldn't be smth you have to do when resounding :) #gameaudio
Went to see Oppenheimer yesterday! Liked the film but... I had been told it was loud so I brought -27db(!) earplugs and could hear everything perfectly and some scenes still were loud (like seat-shaking loud). Note that Dune had the same volume.What are we trying to achieve here?
Gamedev : Whoops, my CL broke something in the build, let me back it out, no big deal.
JPL : Whoops, my command just offset the antenna by 2 degrees, now it's pointing 4AU away from earth and won't be usable until October.
The pressure. I would die instantly.
Communications with Voyager 2 have paused while its antenna is pointed a mere 2-degrees away from Earth. The team expects it to remain on its trajectory with a plan for the spacecraft to reset its orientation this October, enabling communication to resume. go.nasa.gov/3Y9qP7D

ALT An illustration of Voyager as it travels through space. The Voyager spacecraft sits against a black background peppered with thousands of white dots representing distant stars. Voyager's white high-gain antenna dish, faces a glowing orb of white light as if it is traveling toward it. Other antenna and instruments surround the dish, fading into the darkness.

