I'm a sound designer with 3+ years of experience in game audio and post-production. I specialize in sound mixing, SFX creation, and implementing audio using FMOD, Wwise, Unity, and C#. I excel at remote collaboration and pushing sonic boundaries, and I'm excited to experiment with new tech. I’m passionate about crafting adaptive, narrative-driven audio for games, collaborating with multidisciplinary teams, and delivering crisp, cohesive audio pipelines across production stages.

Fede Cotognini

I'm a sound designer with 3+ years of experience in game audio and post-production. I specialize in sound mixing, SFX creation, and implementing audio using FMOD, Wwise, Unity, and C#. I excel at remote collaboration and pushing sonic boundaries, and I'm excited to experiment with new tech. I’m passionate about crafting adaptive, narrative-driven audio for games, collaborating with multidisciplinary teams, and delivering crisp, cohesive audio pipelines across production stages.

Available to hire

I’m a sound designer with 3+ years of experience in game audio and post-production.

I specialize in sound mixing, SFX creation, and implementing audio using FMOD, Wwise, Unity, and C#. I excel at remote collaboration and pushing sonic boundaries, and I’m excited to experiment with new tech.
I’m passionate about crafting adaptive, narrative-driven audio for games, collaborating with multidisciplinary teams, and delivering crisp, cohesive audio pipelines across production stages.

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Experience Level

Expert
Expert
Expert
Intermediate
Intermediate
Intermediate

Language

Italian
Fluent
English
Fluent

Work Experience

Lead Sound Designer (Freelance) at First Impact Studio
January 1, 2022 - June 5, 2024
Managed the entire audio pipeline as the sole sound designer, ensuring creative and technical consistency for multiple projects, including Heartbeats. Edited, mixed, and mastered audio for optimal quality (Azeramus). Designed adaptive soundscapes matching game aesthetics. Created and integrated original SFX using FMOD, C#, and Unity. Utilized granular synthesis and resampling for unique sound design. Collaborated remotely via GitHub and Fork with the development team.
Sound Designer at We were Nerd
January 1, 2022 - December 31, 2023
Created original SFX to enhance the narrative-driven experience of The Training. Performed detailed editing, mixing, and mastering to achieve optimal sound quality. Designed UI sounds ensuring clear auditory feedback and a cohesive user experience.

Education

High Diploma in Drums & Percussion at AMM – Academia di Musica Moderna
September 11, 2011 - February 7, 2016
BA (Hon) in Creative Audio Production & Sound Engineering at Catalyst Institute for Creative Arts and Technology
January 1, 2018 - December 31, 2021
Foundational C# with Microsoft FreeCodeCamp at Remote
January 11, 2030 - January 1, 2025
C++ Programming for Beginners at Microsoft - FreeCodeCamp
May 19, 2025 - July 1, 2025
Certificare | Remote
AAA Game Audio with Unreal Engine 5 & Wwise at Game Audio Academy
May 12, 2023 - May 14, 2023
Certificare | Remote
Sound Design for Video Games at Ecipar - Studio Arkì
February 6, 2017 - May 8, 2017
Certificate | Bologna, Italy

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Professional Services, Other
    paper Flamingo for Dummies EP

    Project Overview
    Flamingo for Dummies is an Italian indie band project for which I was responsible for the full audio production of a 5-track EP. The goal was to capture the band’s raw energy and distinct sound while maintaining a professional studio quality. The project required balancing creative direction with technical precision — from the initial recording sessions to the final mix.

    My Role
    As the Sound Engineer and Drummer, I handled every step of the production process, including recording setup, audio capture, mixing, and mastering. I also performed as a session drummer, contributing to the musical arrangements and rhythmic structure of the tracks. My focus was on achieving clarity, dynamics, and cohesion across all songs, ensuring that the final release reflected both artistic intent and technical polish.

    paper THE TRAINING by WeWereNerd

    Game Overview:
    The Training is an arcade game that blends Arkanoid mechanics, baseball dynamics, and zen philosophy. It challenges players to master the art of pull and push while confronting their fears. With its fast-paced gameplay and vibrant 8-bit aesthetics, the game captures the spirit of classic arcades, drawing inspiration from the energetic style of Vlambeer Studio.

    My role:
    In this project, I was primarily responsible for creating original SFX, ensuring they complemented the game’s nostalgic 8-bit aesthetic. I handled the editing, mixing, and mastering of all audio assets, organizing them into a structured library for efficient use. Additionally, I managed audio documentation and facilitated brainstorming sessions to define the game’s sound philosophy and storytelling.

    Play The Training by WeWereNerds -------> francescodipietro82.itch.io/thetraining <---------

    paper Azeramus by First Impact Studio

    Game Overview
    Azeramus is a narrative card game where you play as a card handler, containing threats seeping through Paramight. Each battle is unique, with changing rules, survive, escape, defend a city, or defuse a bomb! With Ten Effigies, cards aren’t drawn but generated each round based on set rules.

    My role
    I joined the project as an external collaborator, working closely with programmers and character designers to shape the game’s audio experience. My responsibilities included creating original SFX, handling editing, mixing, and mastering, and implementing audio through FMOD. I also contributed to the collaborative workflow using GitHub, ensuring smooth integration with the development team.

    Play Azeramus by First Impact Studio -------> first-impact-studio.itch.io/azeramus <-------

    paper Heartbeats by First Impact Studio

    Game Overview
    Heartbeats is a twin-stick shooter where players battle intrusive thoughts embodied as relentless enemies. Music drives the tension, simulating a panic attack. With each heartbeat, the challenge intensifies in this fear-inspired experience.

    My role
    Heartbeats was my second collaboration with First Impact Studio. I was responsible for the entire audio pipeline, creating original SFX and implementing them using FMOD, Unity, and C# scripts. Working independently, I handled sound design, editing, mixing, and mastering. Additionally, I contributed to shaping the game’s artistic audio direction.

    Play Heartbeats by First Impact Studio -------> store.steampowered.com/app/2966430/Heartbeats <-------