Fabian Rubilar
Sound Designer / Sound Artist / Composer
I am a sound designer, sound artist and composer of experimental electronic music based in Montreal-QC/CA.
Skills
Sound Design / Editing / Mixing / Mastering
-SFX, VO, ADR, BG and Foley / Soundscape and Studio Recording
-Middleware / Sound Engine Integration: Wwise
-Software : Wwise, Reaper, Cubase, Ableton, Max, Pure Data.
My formal studies include a Master Degree in Music Technology in The National University of Mexico (UNAM) and a specialization in Sound Art in the National University of Chile (UCH).
Sound Design
Hyperlight Drifter – Sound redesign
Sound Redesign for the video game Hyperlight Drifter
I created all the sounds entirely from scratch using a modular synthesizer system and some samples that I collected from some records that I like. The music was compose with the OB Xa V plugin from Arturia, an extract from an old composition (Drone-Ambient) from my personal archive and the Valhalla Vintage Verb.
Sound design sofware: Ableton Live 10 + Max for Live, Max (ppooll), Cecilia 5 and AudioSculpt.
Plugins: EQ3, Vallhalla Reverb, and Valhalla Space Modulator
Sound design Instruments: Akai Mpc1000, Moog mother 32, Korg MS20, Buchla 258t, Super Synthesis 2OPFM, Doepfer A-140-2, and Soundforce Dual Filter. FXs: Boss RV 500, Boss DD3, Boss SE-50, and Electroharmonix – Germanium Big Muff
Cube – Sound redesign
Redesign of all the sounds of Cube.
Audio integration with Wwise.
I created all the sounds entirely from scratch using a modular synthesizer system and a Wavetable synthesizer from Ableton.
Sound design sofware: Ableton Live 10 + Max for Live, Max (ppooll), Cecilia 5 and AudioSculpt.
Plugins: EQ3, Vallhalla Reverb, and Valhalla Space Modulator
Sound design Instruments: Akai Mpc1000, Moog mother 32, Korg MS20, Buchla 258t, Super Synthesis 2OPFM, Doepfer A-140-2, and Soundforce Dual Filter. FXs: Boss RV 500, Boss DD3, Boss SE-50, and Electroharmonix – Germanium Big Muff
Cube – Main theme redesign
Main theme redesign for the video Game Cube.
I created this composition for the video game Cube using two timbres. These were derived from the instrument Emit (Granular sampler) from Ableton live. Additionally, I incorporated two layers from a track I composed three months ago, along with a Wavetable synthesizer. To enhance spatial depth, I used different kind of reverbs.
Sound design sofware: Ableton Live 10 + Max for Live, Max (ppooll), Cecilia 5 and AudioSculpt.
Plugins: EQ3, Vallhalla Reverb, and Valhalla Space Modulator
Sound design Hardware: Instruments: Akai Mpc1000, Moog mother 32, Korg MS20, Buchla 258t, Super Synthesis 2OPFM, Doepfer A-140-2, and Soundforce Dual Filter. FXs: Boss RV 500, Boss DD3, Boss SE-50, and Electroharmonix – Germanium Big Muff
A character in search of the sorcerer – Sound design for film
This documentary is financed by the audiovisual fund of the Ministry of Culture, Arts and Heritage of the Chilean government. It also received support and funding from the Master in Documentary Film of the Institute of Communication and Image of the University of Chile.
Credits: Director : Francisca Soto
Production: Evelyn Castro
Sound Design : Fabian Rubilar
Photography : Boris López
Sound design : Ableton Live 10 and Max For Live
Editing, Mixing and Mastering : Reaper 6.0
Recording / Sound Synthesis / Editing / Mixing / Mastering
Incidental sounds organized in a sequence that could be used to follow moments of a sequence of images either in the field of videogames, cinema, or any experimental audiovisual production. Sounds created with a semi-modular synthesizer Moog Mother 32 and digital devices for Max for Live.
Samples processed in AudioSculpt software (IRCAM) were also used.
Recording / Sound Synthesis / Editing / Mixing / Mastering
Another example of incidental sounds organized. Deep sub bass generated with a sinus waveform and some glitch-noisy frequencies generated with granular synthesis with a pluck envelope. Also I used some metallic continuous layers of sounds to add density.
Recording / Sound Synthesis / Editing / Mixing / Mastering
This atmosphere was created from looping crossfading processes and superimposing several layers of continuous sounds generated from granular synthesis processes with a gaussian envelope. FM synthesis was also used to modulate the content of the sound layers.
Recording / Sound Synthesis / Editing / Mixing / Mastering
Dense metallic sounds with reverberation that simulate large spaces. Sounds generated from field recordings and further processed in a granular synthesis device.
Recording / Sound Synthesis / Editing / Mixing / Mastering
Extract of one of my original compositions from the LP “language”.
Created from the superposition of layers, which were obtained from crossfading loop processes. The sound material for this composition was obtained from various field recordings and samples. Processed in Max for Live.
To obtain the spatiality perceived in this work, the sound material was re-amplified inside a church dating from 1525 in Mexico and recorded with two Austrian Audio 818 large diaphragm microphones using the blumlein technique.