I’m a Sound Designer and Audio Editor with experience working on AAA productions at Formosa Interactive. I specialise in crafting immersive sound design and implementing audio within game engines, combining creative design with technical workflows. My work spans cinematic sequences and in-game systems, with a focus on environmental storytelling, player-driven audio, and detailed interaction sounds. I’m proficient in tools such as Reaper, Wwise, and Unreal Engine, and comfortable working within structured production pipelines using Perforce. What differentiates me is my ability to bridge creative sound design with implementation — ensuring that audio not only sounds great, but works effectively in context.

Mattia_Piccoli

PRO

I’m a Sound Designer and Audio Editor with experience working on AAA productions at Formosa Interactive. I specialise in crafting immersive sound design and implementing audio within game engines, combining creative design with technical workflows. My work spans cinematic sequences and in-game systems, with a focus on environmental storytelling, player-driven audio, and detailed interaction sounds. I’m proficient in tools such as Reaper, Wwise, and Unreal Engine, and comfortable working within structured production pipelines using Perforce. What differentiates me is my ability to bridge creative sound design with implementation — ensuring that audio not only sounds great, but works effectively in context.

Available to hire

I’m a Sound Designer and Audio Editor with experience working on AAA productions at Formosa Interactive.

I specialise in crafting immersive sound design and implementing audio within game engines, combining creative design with technical workflows. My work spans cinematic sequences and in-game systems, with a focus on environmental storytelling, player-driven audio, and detailed interaction sounds.

I’m proficient in tools such as Reaper, Wwise, and Unreal Engine, and comfortable working within structured production pipelines using Perforce.

What differentiates me is my ability to bridge creative sound design with implementation — ensuring that audio not only sounds great, but works effectively in context.

See more

Experience Level

Expert
Expert
Expert
Expert
Expert

Language

English
Fluent
Italian
Fluent

Work Experience

Sound Designer at Formosa Intercative
September 1, 2025 - January 31, 2026
Designed and implemented sound assets for an unannounced AAA project Created both cinematic and in-game audio, including environmental and interaction-based sound design Worked within Wwise and Unreal Engine pipelines integrated with Perforce Collaborated with cross-disciplinary teams to ensure cohesive audio integration Contributed to sound library organisation and workflow optimisation Implemented event-driven audio and haptic feedback systems
Freelance Sound Designer at Self-employed
February 1, 2021 - Present
Producing sound design work for games and cinematic content, including action and environmental scenes Creating high-quality audio assets using Reaper and industry-standard tools Developing sound redesign projects to explore advanced techniques in spatial depth, impact design, and cinematic audio Continuously refining workflows and expanding technical skills in Wwise and Unreal Engine
Broadcast Assistant at Rinse FM
March 1, 2023 - August 31, 2023
Supported live broadcast operations, managing studio setup and signal flow Provided real-time technical troubleshooting during live sessions Edited and prepared radio content for distribution Gained hands-on experience in fast-paced audio environments and production workflows

Education

Music Production & Sound Engineering at Point Blank Music School
July 1, 2021 - March 31, 2024
Developed a strong foundation in sound design, audio engineering, and production techniques Gained hands-on experience in recording, editing, mixing, and post-production Explored audio workflows across music, film, and interactive media Built the technical and creative skills that support my work in game audio and sound design

Qualifications

Add your qualifications or awards here.

Industry Experience

Media & Entertainment, Travel & Hospitality, Gaming
    uniE608 Exoborne (Sound Redesign)
    Sound redesign for Exoborne, focusing on environmental intensity, scale, and immersion. This reinterpretation explores a more cinematic approach to dynamic weather, powerful forces, and shifting atmospheres, reinforcing the sense of unpredictability and tension within the scene. Built using layered ambiences, designed impacts, and detailed spatial elements, the audio supports both large-scale events and subtle environmental cues. Particular attention was given to movement, depth, and clarity to enhance the overall experience and bring the world to life. All sound design, editing, and mix completed using professional tools and industry-standard libraries. sounddesign gameaudio soundredesign exoborne cinematic foley audiodesign wwise reaper sounddesigner postproduction
    uniE608 Warhammer 40K (Sound Redesign)
    Sound redesign for a Warhammer 40K scene, focusing on scale, impact, and intensity. The audio approach emphasises powerful weapon design, heavy low-end energy, and contrasting textures to support both mechanical and organic elements within the sequence. Attention was given to timing, clarity, and dynamic contrast to maintain a cohesive and impactful mix throughout. All sound design, editing, and mix completed using Reaper and industry-standard sound libraries. SoundDesign GameAudio SoundRedesign Warhammer40K CinematicAudio AudioDesign Reaper SoundDesigner PostProduction
    uniE608 Unreal Engine 5 Robot Animation (Sound Design)
    Original sound design for a robotic cannon sequence, focusing on the charge-up and discharge of a high-energy laser system. The project explores the contrast between mechanical precision and futuristic energy, building anticipation through evolving tonal layers and controlled dynamics. The charging phase is driven by rising synth textures, electrical elements, and subtle mechanical movements to create tension and expectation. The final discharge combines sharp transients, low-end impact, and energy-based design to deliver a powerful and satisfying release. Particular attention was given to timing, sync, and dynamic contrast, ensuring the sound enhances both the visual rhythm and perceived intensity of the animation. All audio was designed, edited, and mixed using Reaper and industry-standard sound libraries. SoundDesign GameAudio UE5 UnrealEngine SciFiAudio LaserSound CinematicAudio AudioDesign Reaper SoundDesigner
    uniE608 Death Stranding 2 (Sound Redesign)
    This project focuses on the deployment of a large-scale cannon system from a spacecraft, with an emphasis on weight, mechanical complexity, and controlled tension. The sound design builds progressively through layered servos, hydraulic movements, and dense metallic textures, aiming to convey both the scale of the mechanism and the precision of its operation. Low-frequency elements were used to support perceived mass, while spatial detailing and distant atmospheres reinforce a sense of isolation and environment. Particular attention was given to timing and perspective, aligning sound events with visual motion to enhance clarity and impact throughout the sequence. All audio was designed, edited, and mixed using Reaper and industry-standard sound libraries. SoundDesign GameAudio SoundRedesign DeathStranding CinematicAudio Foley AudioDesign Reaper PostProduction SoundDesigner
    uniE608 Original Animation (Sound Design)
    Original sound design for an animated piece, created to enhance storytelling, rhythm, and visual impact through audio. The project focuses on building a cohesive sonic world from the ground up, combining stylised effects, character-driven Foley, and carefully crafted ambiences. Each element was designed to match the tone and motion of the animation, emphasising timing, exaggeration, and clarity to support the visuals. From punchy, expressive actions to subtle background details, the sound work aims to create a balanced and engaging listening experience. All audio was recorded, edited, and designed using professional tools, with a focus on precision, creativity, and narrative cohesion. sounddesign animation foley audiodesign postproduction sounddesigner cinematic audioediting soundeffects

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