访谈预告:声音设计师 Alain Larose 个人介绍

访谈预告:声音设计师 Alain Larose,曾在 Ubisoft、EA、Warner Brothers Games 等游戏工作室从事声音设计工作,参与过 Star Wars、Assassin Creed、Batman Arkham Franchise 等游戏作品,有着二十五年多的声音行业经验。欢迎大家以留言、私信或邮件的方式提出问题,SounDoer 将在两周后的访谈中向 Alain 提问。
 
Alain Larose 的 LinkedIn 主页:https://www.linkedin.com/in/alainlarose
 
以下是 Alain Larose 的自我介绍简译:
 
我是 Alain Larose,一直以来都是一位声音工作从业者,在影视和游戏相关的声音设计、混音后期和指导等领域有超过二十五年的行业经验。
第一次与音频邂逅,是我在十四岁的时候突然对音乐作曲和演奏产生了兴趣。在十几岁的年少时光里,我加入过很多乐队,并在加拿大东部地区有过许多巡演。毫不夸张地说,我是完全经历过八零年代摇滚的黄金时期的。
在二十多岁的时候,我开始对合成器、MIDI 和模拟设备产生了巨大的兴趣。1990年之后,我去了加拿大渥太华的一所广播电视学校学习,第一次接触到了声音工程方面的内容。1991年,我搭建了自己的第一个录音工作室,并给自己的乐队 Mr. Deltoid 录制了第一首歌,用的是当时经典的 Tascam 八轨录音机。一年之后,我们去了摩洛哥的沙漠里,拍摄了乐队第一部也是唯一一部 MV。
后来我离开了乐队,并决定专注于声音的后期制作。我开始经营公司,并在我父母家的地下室里建起了另一间录音工作室。之后的七年里,我在这间工作室收获了许多经验,声音设计水平也得到了很大提高。
1998年,为了能够进一步提高声音设计和混音技术的水平,我来到多伦多参加了一个为期八个月的紧密的音频工程课程。毕业之后,我加入了渥太华当地最大的后期制作公司 Sound Venture Productions,以声音设计师/混音师的身份在电视剧和动画部门工作。之后的四年半里,我参与了超过一百六十部的电视节目。
2002年,我以主声音设计师的身份加入了位于美国加州 Orange County 的 The Collective Studios,在那里我开始接触了有关游戏音频方面的工作,参与了如 Indiana Jones 系列、Star Wars 系列、《Wrath Unleashed》《Marc Ecko’s Getting Up: Content under Pressure》等游戏作品。
2004年八月,我加入了 Ubisoft Montreal 工作室,以 Lead Audio Designer 的身份参与了当时第一款次世代主机游戏项目的开发工作中,这个项目后来就成了著名的 Assassin Creed 系列。之后我还参与了一些小型的但也非常有意思的项目,比如《Surf’s Up》、《Open Season》,以及《Shaun White Snowboarding》,这也是 Ubisoft 第一款 Openworld 式的极限运动游戏。
为了更进一步地扩展我的声音设计能力,我后来加入了 EA Montreal 工作室,制作了游戏《Army of Two: The 40th Day》中所有的 Destruction 和 Cinematic 部分的声音,以及一部分《Army of Two: The Devil’s Cartel》中的内容。
在 EA 工作期间,我有机会接触到了许多行业内顶尖的声音大师,比如 Charles DeenenTyler BatesBryan Watkins,他们给予了我很大的帮助。
2011年时,Warner Brothers Games 准备在 Montreal 成立一个新的工作室,我在那年夏天加入并帮助组建了整个音频部门。在 WBGM 工作期间,我也参与了一些游戏项目的音频指导工作,比如 Batman Arkham Franchise 系列的 Narrative 内容部分,包括 Batman Arkham Origins、Batman Arkham Cold Cold Heart、Batgirl – A matter of Family、Harley 和 Redhood DLC。
在2014年第61届 MPSE Golden Reel Awards 评选中,《Batman Arkham Origins》获得了“Best Sound Editing in Computer Interactive Entertainment”奖项的提名。同一年稍后,我们的音频团队也入围了第五届年度 Canadian Video Games Awards 的终选。
2016年,我来到中国加入了 Ubisoft Shanghai 工作室,继续我的音频工作。虽然这一新篇章才刚刚开始,但我相信之后一定会有激动人心的时刻到来。
 
 
英文原文:
 
Hi,
 
My name is Alain Larose. I am a lifelong audio professional with more than 25 years of industry experience in sound design, audio directing, mixing for television, post-production and audio for video games.
My first love in audio happened at the age of 14 was when I suddenly got involved in music composing and playing. During my teen years and early adult years, I played in numerous bands and toured regions of Eastern Canada. I can honestly say that I fully lived the 80’s glamour rock days.
In my early 20’s, I started a huge interest in synthesizers, midi and analog machines with big knobs. This was the first time I got to experience sound engineering, as a student in radio and television broadcasting school, in Ottawa Canada, in the early 90’s.
In 1991, I put together my first sound recording studio, with my music band, Mr. Deltoid, where we recorded our first songs on a “glamorous” Tascam 8 track ½ recorder. A year later, we went to shoot our first and only music video, in the desert of Morocco. 
I eventually decided to focus solely on sound post production and left the band. I started my own enterprise and put together another recording studio, in my parent’s basement. This studio was to be my personal and professional sound design training ground for the next 7 years.
In 1998, Feeling the need to push my sound design and mixing skills to a higher professional level, I decided to moved to Toronto to undertake an intensive 8 month audio engineering course.
After graduation, I joined Ottawa’s largest Post Production facility, Sound Venture Productions, as a sound designer/mixer for their televised series and animation department. For the next 4 and half years at Sound Venture Productions, I worked on more 160 credited televised programs.
My first contact with video game audio happened in 2002 when I decide to relocate to Orange County, California to work for The Collective Studios as their main sound designer. Over there I got involved in game licenses such as Indiana Jones, Star Wars, Wrath Unleashed and Marc Ecko’s Getting Up – Content under Pressure.
In August 2004, I was hired by Ubisoft Montreal, and join one of their teams as a lead audio designer to work on their first ‘next gen console’ title, which eventually grew to become Assassin Creed. I then worked on smaller but fun games like Surf’s up, Open Season and concluded with Shaun White Snowboarding, the company’s first open world systemic extreme sport game.
Feeling the need to expand my sound design knowledge further, I decided to join EA Montreal, to create all the destruction and cinematic sounds for Army Of Two 40th day and some of Army Of two’s Devil’s Cartel.
While at EA, I also had the chance to meet with many top professionals and industry gurus such as Charles Deenen, Tyler Bates and Bryan Watkins, which help me in pushing one step further my sound design skills.
Later in 2011, Warner Brothers Games were growing a new studio in Montreal. I joined the studio in the summer, and took on the challenge to help build the audio department, from the ground. At WBGM, I also took part in directing audio for some of game areas as well as all narrative content of the Batman Arkham Franchise titles (Batman Arkham Origins, Batman Arkham Cold Cold Heart, Batgirl – A matter of Family, Harley and Redhood DLC packs).
In 2014, Batman Arkham Origins received a prestigious MPSE Golden Reel Award nomination for the ‘BEST SOUND EDITING in computer interactive entertainment’, at the 61st MPSE Golden Reel Awards. Our audio team was also a finalist at the 5th annual Canadian Video Games Awards, later that year.
And finally came 2016, a turnaround year, where I decided to pursue my audio career in China, Shanghai, for Ubisoft Shanghai. This new ‘audio’ chapter, although in its infancy, will surely prove to contain some the most exciting and engaging moments of my career.
 
Cheers,
Alain
 
 
SounDoer – Focus On Sound Design
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