I’m Joan Trenches, an audio and game audio professional with 25 years of experience creating and directing sound for AAA and casual games across many platforms, consoles, and mobile. I lead audio from production and integration through voice work, music supervision, sound effects authoring, and voice recording—often bridging creative direction with technical implementation to deliver efficient, scalable results. In addition to audio direction, I’ve contributed to game development and prototyping as a level designer and as part of full-cycle production roles, including indie development and publishing (Blue the Journey). I’m especially drawn to building tools and pipelines—automation, real-time loudness compensation, generative/interactive music approaches, and VR/3D audio workflows—while keeping accessibility and player experience in mind.

Joan Trenchs

I’m Joan Trenches, an audio and game audio professional with 25 years of experience creating and directing sound for AAA and casual games across many platforms, consoles, and mobile. I lead audio from production and integration through voice work, music supervision, sound effects authoring, and voice recording—often bridging creative direction with technical implementation to deliver efficient, scalable results. In addition to audio direction, I’ve contributed to game development and prototyping as a level designer and as part of full-cycle production roles, including indie development and publishing (Blue the Journey). I’m especially drawn to building tools and pipelines—automation, real-time loudness compensation, generative/interactive music approaches, and VR/3D audio workflows—while keeping accessibility and player experience in mind.

Available to hire

I’m Joan Trenches, an audio and game audio professional with 25 years of experience creating and directing sound for AAA and casual games across many platforms, consoles, and mobile. I lead audio from production and integration through voice work, music supervision, sound effects authoring, and voice recording—often bridging creative direction with technical implementation to deliver efficient, scalable results.

In addition to audio direction, I’ve contributed to game development and prototyping as a level designer and as part of full-cycle production roles, including indie development and publishing (Blue the Journey). I’m especially drawn to building tools and pipelines—automation, real-time loudness compensation, generative/interactive music approaches, and VR/3D audio workflows—while keeping accessibility and player experience in mind.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
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Language

Spanish; Castilian
Fluent
Catalan; Valencian
Fluent
English
Advanced
French
Beginner
German
Beginner

Work Experience

VR audio implementation (audio + integration in small team)
January 1, 2015 - January 1, 2020
Handled VR audio implementation covering programming-to-direction workflow for a VR-based arcade platform, including related music supervision. Focused on integrating audio systems effectively for real-time VR use while supporting overall production constraints.
Co-audio designer (partnership roles)
January 1, 2005 - January 1, 2022
Contributed as a co-audio design partner on multiple projects, spanning vehicle specialist audio work, weapons and gadgets sound design, and UI sound effects. Included work on Ghost Recon Advanced Warfighter 1 & 2, The Crew Motorfest, and weapons/gadgets audio for Rainbow Six Siege, as well as UI sound effects for Watch Dogs Legion, supporting both creative direction and technical deliverables.
Level Designer (Monster 4x4) and Indie Developer (Blue the Journey)
January 1, 2004 - January 1, 2022
Worked as a level designer on Monster 4x4 and also participated in publishing and producing an indie game as an in-di studio developer. Blue the Journey is available on Google Play, reflecting experience not only in audio but also in broader production responsibilities and shipping a complete playable product.
Lead Audio Director / Audio Director (Audio and Acting) at Ubisoft Barcelona Studio
January 1, 2000 - Present
Led audio direction and acting responsibilities across multiple original games, managing end-to-end audio production and integration. Oversaw sound effects production, music supervision, and voice production in collaboration with internal and external studios, freelancers, and third-party partners. Directed audio for several racing and vehicle-related titles (including Pro Rally series and Monster Jam/4x4/Monster Truck related games), and for casual titles such as We Dare and My Fitness Coach, including licensing and commercial song management. Managed audio direction across additional ports and remasters, collaborating with technically focused external teams and co-responsibilities on integration workflows. Also contributed to full audio implementation from programming through direction in smaller teams, including VR audio work for an arcade platform and related music supervision roles.

Education

Master’s Degree in Digital Arts (Audio specialization) at Universitat Pompeu Fabra (UPF)
January 1, 1999 - January 1, 1999
at UPC - Barcelona
January 1, 1998 - January 1, 1998
at Conservatory of Barcelona
January 1, 1998 - January 1, 1998

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Professional Services

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
See more