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Puredata - Generative Melodic Sequencer

RADIO.PLAY - FMOD/Unity

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ABOUT ME

  Hi there! I’m Dominic Caterina, a Montreal-based sound designer for games. My audio career began while studying music in college where I formed a gigging band and even toured across Canada. In 2016 I began working in the film industry in both production and post-production. I formed Atobop Studios (now called Studio Concrete), where I got the opportunity to meet talented directors bringing there films and ads to life with sound deign, foley and music .

 

  In 2019 I started  pivoting some of my work towards video games and worked with Indie developers in Montreal and abroad. In 2021 joined School of Video Game Audio where I was selected as the Featured Graduate of my term. Which brings me to today, I am currently a sound designer at Electronic Arts. I recently shipped the Dead Space remake and am now working on Dragon Age: Dreadwolf. Whoever you are and wherever you are from, welcome! I am looking foreward to hearing from you.

OUTSIDE OF GAMES

POST PRODUCTION

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SOUND DESIGNER
DRAGON AGE: DREADWOLF, 
ELECTRONIC ARTS

November 2020 - Present

  • Designing and implementing ambiences for large scale regions utilizing systemic     and custom workflows

  • Collaborating with designers on interactive gameplay activities

  • Crafting audio experiences for quests and narrative driven moments

  • Working with Frostbites animation tool to tag character and creature foley/sfx/v.o.

SOUND DESIGNER
DEADSPACE REMAKE, 
ELECTRONIC ARTS

November 2020 - Present

  • Ownership of chapter specific audio for ambiences, scripted events and props

  • Point of contact for UI/UX, owning all tech and content for UI sound effects

  • Designing sound effects and creating interactable audio systems for props, puzzles and moving platforms

  • Communicating with outsources to acquire source material that align with the games audio vision

  • Creating custom sound banks that coincides with the teams needs

  • Working with the technical sound designer on implementing the audio occlusion system throughout all the levels

SOUND DESIGNER/DIALOGUE DESIGNER/COMPOSER, SHEDBUILDER GAMES

November 2020 - Present

  • Implementing and organizing V.O. recordings for multiple branching dialogue trees

  • Creatively processing dialogue to fit narrative needs of game

  • Ensuring clear sound design to communicate gameplay elements to the visually impaired

SOUND DESIGNER, RONIN FLAME GAMES

December 2020 - Present

  • Designing sci-fi sound effects using synthesis and digital processing

  • Producing a dynamic mix for a fast-paced “shootemup” style game

  • Writing C# scripts in Unity for data driven parameters in FMOD

FOUNDER, ATOBOP STUDIOS - PRODUCTION & POST PRODUCTION AUDIO

March 2016 - December 2020

  • Supervising the audio post-production processes to meet strict festival deadlines.

  • Finalizing mixes in stereo and 5.1 for theater and online streaming

  •  Collaborating with directors & producers to develop full spotting lists catered to each project

  • Managing and maintaining production audio equipment to ensure a fluid on-set workflow and clean dialogue recordings

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SKILLS

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WWISE

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FMOD

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UNITY

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UNREAL

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PRO TOOLS

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REAPER

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GIT

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IZOTOPE RX

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SOUND INSTALLATIONS

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WANDERER: (RE)MARKING

To mark the Lachine Canal National Historic Site, the various elements created by the Wanderer and the contributors have been assembled in the Wanderer Time Capsule 2017. I had the opportunity to write music for an ensemble and perform it on a boat along the Lachine Canal.

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