PORTFOLIO
Dead Space Show Reel
Redesign Reel
FMOD/Unity - Space Vehicle System
More Sound Design
SPIRITFARER REDESIGN
DIVINITY ORIGINAL SIN REDESIGN
HALO 2 REMASTERED REDESIGN
Procedural Wind System - Fmod/Unity
Puredata - Generative Melodic Sequencer
RADIO.PLAY - FMOD/Unity
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
CV
SOUND DESIGNER
DRAGON AGE: DREADWOLF,
ELECTRONIC ARTS
November 2020 - Present
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Designing and implementing ambiences for large scale regions utilizing systemic and custom workflows
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Collaborating with designers on interactive gameplay activities
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Crafting audio experiences for quests and narrative driven moments
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Working with Frostbites animation tool to tag character and creature foley/sfx/v.o.
SOUND DESIGNER
DEADSPACE REMAKE,
ELECTRONIC ARTS
November 2020 - Present
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Ownership of chapter specific audio for ambiences, scripted events and props
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Point of contact for UI/UX, owning all tech and content for UI sound effects
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Designing sound effects and creating interactable audio systems for props, puzzles and moving platforms
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Communicating with outsources to acquire source material that align with the games audio vision
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Creating custom sound banks that coincides with the teams needs
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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
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Implementing and organizing V.O. recordings for multiple branching dialogue trees
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Creatively processing dialogue to fit narrative needs of game
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Ensuring clear sound design to communicate gameplay elements to the visually impaired
SOUND DESIGNER, RONIN FLAME GAMES
December 2020 - Present
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Designing sci-fi sound effects using synthesis and digital processing
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Producing a dynamic mix for a fast-paced “shootemup” style game
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Writing C# scripts in Unity for data driven parameters in FMOD
FOUNDER, ATOBOP STUDIOS - PRODUCTION & POST PRODUCTION AUDIO
March 2016 - December 2020
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Supervising the audio post-production processes to meet strict festival deadlines.
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Finalizing mixes in stereo and 5.1 for theater and online streaming
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Collaborating with directors & producers to develop full spotting lists catered to each project
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Managing and maintaining production audio equipment to ensure a fluid on-set workflow and clean dialogue recordings
SKILLS
WWISE
FMOD
UNITY
UNREAL
PRO TOOLS
REAPER
GIT
IZOTOPE RX
SOUND INSTALLATIONS
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.