C.V. - Jonas Breum Jensen
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C.V. - JONAS BREUM JENSEN Interactive Audio Designer with 7+ years of experience in designing sound for AAA videogames. Team and project leader. Only in collaboration are we pushing the boundaries of game develop- ment where creativity meets structure. Inspiring a group of creative developers to take ownership of a project and collaborate as a great team takes a good listener, that knows how to tune in on what motivates the individual team members and make them function as a unit. As a lead with a solid background as senior sound designer I’m exactly that. Setting meaningful and inspiring creative goals - and making sure the audio team works together on fullfilling them - requires both visions and communicative skills. But also methodical planning that is flexible enough to respond to late changes in an agile way. Audio is typically at the end of the produc- tion-chain but with dependencies that are deeply tied into all other aspects of the product. To stay on top of this game in complex cross-disciplinary projects, you need to know how to make systems that work for you - both as a means for delivering the best possible result within time - but also in a way that doesn’t clog up creativity and stand in the way of the creative ideas of the team. I’m a versatile and creative leader but also a methodic and thorough designer with solid skills, and I genuinely love to participate in and facilitate the fascinating teamwork, where the ultimate goal is bringing magical experiences to the player. EXPERIENCE Lead Sound designer at Io-Interactive October 2016 - Present (7 months) • Lead of audio team (6 team-members) • Formulating and directing creative visions for audio • Responsible for audio production and workflows • Developing audio team strategy and mentoring team-members Senior Sound designer at Io-Interactive November 2009 - October 2016 (6 years 11 months) Main responsibilities: • Designing, producing and implementing sound for Hitman • Coordinating and planning 5 team-members’s sound design production for missions • Designing implementation strategies and workflows for sound production in inhouse G2 engine • Handling transition from FMOD to Wwise • Hands-on sound design Credits • Senior Sound Designer Hitman (Release March 2016 on PC, PS4, XBOX One) • Sound designer Hitman Absolution (Released on November 2012 on PC, PS3, XBOX 360) • Sound designer Hitman Sniperchallenge (Released on May 2012 on PC, PS3, XBOX 360) E-Learning Consultant/Multimedia Designer at Post Danmark October 2008 - November 2009 (1 year 2 months) • Working in the competence development department of the Danish National Post • Responsible for producing and maintaining E-learning applications and interactive experiences and training modules • Lots of experience gained about how to best use interactive media and storytelling to communicate a message in compelling ways Freelance Audiodesigner January 2007 - October 2008 (1 year 9 month) • Interactive sound design for art installations and interactive experiences, short-films and smaller browser-based games. • Short turn-arounds from idea to concrete design taught me valuable lessons on how to prioritize efforts and on what elements in interactive design an audience responds to. Freelance Highlights • Audiodesign on the Mariko Mori art exibition “Oneness” displayed on ARoS (the leading art museum of Aarhus, Denmark) October 2007 - January 2008 • Audiodesign and prototyping on Wizefloor (Red dot award-winner 2007) (https://www.wizefloor.com/) • Various commisioned work for Danish artist Morten Søndergaard, displayed on exhibitions at Kunsthal Nikolaj, Roskilde Museum of Contemporary Art, Esbjerg Kunstmuseum among others. • Audiodesigning and prototyping intelligent audio-swing playtool for Play IT Sound (http://www.playitsound.com/) EDUCATION • 2005-2007 Master of Arts (MA) in Multimedia • 2005-2007 Audiodesigner at DADIU (Danish Academy of interactive Education) • 2001-2004 BA in Media Studies PROFESSIONAL SKILLS • Creative direction of sound and music in an interactive format • Leading smaller teams (3-6 teammembers) • Planning and taskmanaging game audio productions • Delivering full-scale videogame audio production from preproduction to shipping the game • Interactive sound implementation in game engines • Sound asset production • Designing and maintaining game audio project architecture • Designing best practices for object oriented sound design workflows • Participating in integration of middleware (FMOD, Wwise) • Design and implementation of interactive music systems • Training new/junior employees • Experience with Scrum methods Other Skills • Strong analytic and communication skills • Teamplayer • Visual communication (illustration, layouting, video editing) • Basic level- and gamedesign skills • Beginning programming skills (C#) • Music composing Language skills • Danish • English • German IT Qualifications • IT Project Management: Hansoft, Jira, Excel • Audio Programs: Cubase, Pro Tools, Logic, Wavelab, Adobe Audition, Reason, Max/MSP, Puredata, a broad range of software plug-ins and instruments • Gameengines: G2 (inhouse gameengine at Io-Interactive), Unity • Other: Perforce, Adobe Illustrator-, Photoshop, -Indesign, Sony Vegas, Visual Studio ON A PRIVATE NOTE Lives in Copenhagen with girlfriend Astrid Plays guitar and writes songs in the band Minor Arc Vivid consumer of music, books, comics, art and video games Likes to go fully analogue: draw with a pencil, thrash (on) a guitar or take a run Master of Arts (MA) in Multimedia Audiodesigner at DADIU (Danish Academy of interactive Education) BA in Media Studies LINKS/CONTACT Portfolio LinkedIn [email protected] + 45 61 33 58 28 PROFESSIONAL REFERENCES Frans Galschiøtt Quaade Head of Digital Experience Management at LEGO Education LinkedIn [email protected] + 45 52 34 29 75.