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The Crew Motorfest
Ubisoft Ivory Tower
Intern Sound Designer
PC / PLAYSTATION / XBOX

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CINEMATICS

Working on The Crew Motorfest gave me the chance to work on many in-game cinematics, I was able to sound design six cinematics during my time there.

The first one was the MainStage from the last month of Season 4, showcasing what happens during that month. It was my first assignment on the game, a bit intimidating at first, but everything went well.
Shortly after, I was in charge of the Made in Japan Vol. 2 Reward playlist.

During the summer, I worked on two cinematics in the Chase Squad playlist. Cinematics are usually the intro for a playlist event, but for these two, they were placed in the middle of events. I had to ensure seamless transitions between the in-game content and the cinematics, for both SFX and music. It was quite a challenge!

At the same time, I was also sound designing two MainStage cinematics for Season 5, which I really enjoyed working on (they will be released in December and February).

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SIRENS

One of my biggest contributions to the Chase Squad playlist was creating a new police siren for the Chase Squad units that stands out from a traditional police siren.

First, I evaluated the types of police sirens we had in our internal libraries to see which would be best to use. Then, I watched many videos of police car sirens to understand how they work and determine which sequencing would work best, so it doesn’t become repetitive over time.

After selecting the sirens we wanted, it was time to test them in-game. There were many back-and-forth iterations before we had a version with seamless transitions that felt like a siren we never heard before.

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VOICE DESIGN

I didn’t think I was going to love it so much, but working on VO has been a lot of fun. I handled the Chase Squad (Murdock, Sam, and Glitch) as well as 20 rivals in three languages (English, French, and German).

Since you mostly hear them speaking through the radio, the Chase Squad and Rivals’ VO have a radio effect, but it was important for each to have a unique signature.
The Chase Squad radio sounds very clear, while the Rivals’ radio has a specific tone according to their car's style.

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OTHER WORK

In addition of the work mentioned above, I also worked on... VEHICLES!!!

The first one was quite challenging because it involved a helicopter, requiring a lot of back-and-forth since what sounded good in my Reaper session didn’t sound the same in the game engine. There were so many RTPCs modifying the sound in Wwise, especially the pitch, that a lot of information was lost in my sound.
After plenty of tweaking, and with huge help from my Lead, I finally achieved the desired result.

We received new car recordings from a company, and I had the chance to process some of them. I created acceleration and deceleration ramps, as well as a ton of loops, for nine cars, and implemented them in-game for potential future vehicles.
From these recordings, I also isolated and processed some sputter sounds from a Mitsubishi Lancer Evolution X and an Audi RS6.

Other than that, I created some sounds for the
Made in Japan Vol. 2 playlist.
At the same time, many assets were reused from the Vol. 1 playlist, so I had to make sure everything was working correctly.

 

©2025 by Romain Hezon

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