Wizherd
Game audio · CurlyBlue — Hand-tracked spell combat in a fast-paced VR dungeon crawler: spell design, enemy feedback, and a mix that stays readable through dense waves.
Credits
Selected credits across games and XR, broadcast and streaming, trailers and campaigns, post-production, and licensed music. Specific usage details and documentation are available on request.
01 / Games & XR
Game audio · CurlyBlue — Hand-tracked spell combat in a fast-paced VR dungeon crawler: spell design, enemy feedback, and a mix that stays readable through dense waves.
Game audio · Squido — Full-body XR flight: movement, glide and impact design tuned to reward momentum rather than punish it.
Game audio · Squido — Rogue-lite survival shooter: weapon weight, wave escalation and level-up feedback across long, loud runs.
Launch audio · Squido — Obstacle-course platformer: comic propulsion, trap feedback and a launch-ready audio pass.
Game audio, end to end · Squido — Full audio direction on a physics-based VR sandbox: sound design, music, combat feedback, UI, creation and sharing systems, and the mix across every update.
Game audio · Squido — Sound design, music and mix delivered for release on Meta Quest.
02 / Trailers & Campaigns
Sound & music design · VR Games Showcase — Announce-trailer audio built for pace, scale and impact.
Trailer sound design & mix · Goose Byte — Tension, texture, movement and clarity across the cut.
Trailer audio & sound design — Fantasy-medieval management sim: world-building through sound in a short runtime.
Audio production · 17-second spots — Three French-language spots built around a hook, comic timing and a memorable sign-off.
03 / Screen, Film & Stage
Composition & placements — Broadcast-ready music across television and streaming programming. Usage documented through SOCAN; specific placement details available on request.
Original score — Dramatic scoring with orchestral, hybrid and underscore-driven writing cut to picture.
Sound design, editorial & mix — Effects, ambience, dialogue cleanup, editorial polish and final mix for picture and interactive delivery.
Binaural & ambisonic mixing — Immersive environments prepared for headphones, XR, VR and spatial playback.
Additional score · dir. Steve Balderson — Feature scoring contribution. The film took five awards at Visionfest New York 2011.
Film mixer & sound designer · Montreal — Foley, ADR and final mix, built with the director around narrative impact.
Sound design, editorial & mix · Sydney, Australia — Foley, ADR and mix for an international production.
Co-composer · Composer · Dialogue editor — Three shorts scored and cut in 2023, from original composition to dialogue cleanup and sync.
Additional composer · Stow, OH, USA — Original music written into an existing score, preserving the instrumentation and the lead composer's identity.
Composer, arranger, sound designer & musician — Score and soundscapes for a theatre production, including live cue execution in rehearsal and in front of an audience.
04 / Music & Records
Mix engineer — Full album mix.
Guitars, bass, drums, programming, mixing & co-production — Performance and production across the record.
Composer, performer, engineer, mixer & mastering — Instrumental solo record handled end to end, from tracking to master.
Co-production & co-direction — The singles Ma Blonde and Timide went into rotation on Quebec and Maritime alt-rock radio, with two videos aired in MusiquePlus prime time.
Composer, producer, musician, mix & mastering engineer — Guitar, bass, drums and programming on albums and singles for a range of artists, with production, recording, mixing and mastering.
05 / Licensed Music
Additional cues published through Atomica Music for television, factual, lifestyle and promo use, with stems and alternates available for editorial flexibility.
Catalogue cues can be adapted to picture rather than stitched to it.
06 / Teaching, Training & Memberships
Explaining the fundamentals to a room every week is the fastest way to keep them honest.
Graduate film-music study on top of three decades of production practice.
Verifiable through the issuing bodies on request.
07 / Studies & Demos
Combat audio study — Weight, transients, sync and dramatic pacing in melee combat. Not affiliated with or endorsed by the rights holder.
Weapons & impact study — Weapons, impacts, movement and large-scale combat energy. Not affiliated with or endorsed by the rights holder.
Rescore, sound design & mix — Built around the rhythm and atmosphere of the trailer cut. Not affiliated with or endorsed by the rights holder.
Implementation demo · Wwise / Unity — Interactive music, sound design, voice processing and runtime implementation.
08 / Clients & Platforms
Selected studios, platforms, and placements
Broadcast usage documented through SOCAN. Statements and placement details can be provided for verification.
Working from Montreal with production teams across Canada, the United States and remote pipelines, in English and French.
Stereo, 5.1, 7.1, Dolby Atmos, binaural and ambisonic, plus implementation-ready assets for Unity, Unreal, Wwise and FMOD.
Contact
Ask for the specific title, placement, or format and it can be sent over directly.