top of page


HIGHLY INTERACTIVE
SOUND DESIGN AND MUSIC
THE AUDIO ISN'T A PLUS, IT'S ESSENTIAL
Boring percussions during action scenes, one-shot sound effect that feels soulless and repetitive, "this specific type of music" just because "it's cool"...
So many ways to avoid noticing the full potential of the audio :
Drive the story, elevate or balance the emotions, make a player feel or think a certain way, give each a unique and individual experience, and so on.
.png)
Hey! Nice to meet you!
I'm Joss and I make game audio, from start to finish.
The true reason I'm making sound design and music is first and foremost to make games. I build the audio as more than just a support :
I think it as one of the cores of the experience. It's an opportunity to tell stories as well as getting the game as close as possible to the target feelings, dynamics and mood.
You are developing a game and you want it to be breathing with personality, and make the players feel something unique, then you've come to the right person.
May it be for Tech Sound Design, Audio Directing, Composing the Music, implementing it, I will be passionate in one or all of these roles depending on your needs.

GAMES I'VE
WORKED ON
(Tech Sound Design, Music, Audio Pipelines)
ESSAYS ON INTERACTIVE AUDIO
(A didactic look at some personal projects)
ANIMATION AND
LIVE-ACTION
(music)
THE LIQUEFACTOR
WESTWORLD - INTRO
(rescore)
(music and sound-design)
CAT'S ODYSSEY
(rescore)
JUKAI
TRAUMA
(music and sound-design)
(music and sound design)
BLEAK Teaser (Squeezie BD project)
LAZY DAY
(sound-design)
bottom of page



