Hi, I’m Nicola Campos, a sound designer focused on creating immersive in-game audio experiences. I design, implement, and iterate soundscapes for Unity and Unreal Engine projects, overseeing audio pipelines and collaborating with developers to bring music, effects, and dialogue to life. I’m passionate about crafting expressive audio that enhances storytelling in games. I enjoy mentoring junior collaborators and keeping workflows and best practices documented to ensure high-quality, scalable audio production across projects.

Nicola Campos

Hi, I’m Nicola Campos, a sound designer focused on creating immersive in-game audio experiences. I design, implement, and iterate soundscapes for Unity and Unreal Engine projects, overseeing audio pipelines and collaborating with developers to bring music, effects, and dialogue to life. I’m passionate about crafting expressive audio that enhances storytelling in games. I enjoy mentoring junior collaborators and keeping workflows and best practices documented to ensure high-quality, scalable audio production across projects.

Available to hire

Hi, I’m Nicola Campos, a sound designer focused on creating immersive in-game audio experiences. I design, implement, and iterate soundscapes for Unity and Unreal Engine projects, overseeing audio pipelines and collaborating with developers to bring music, effects, and dialogue to life.

I’m passionate about crafting expressive audio that enhances storytelling in games. I enjoy mentoring junior collaborators and keeping workflows and best practices documented to ensure high-quality, scalable audio production across projects.

See more

Experience Level

Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate

Language

English
Fluent
Italian
Fluent

Work Experience

Sound Designer at 4 Hats
August 1, 2020 - September 25, 2025
Designed in-game sounds and music; oversaw Unity audio implementation; simple motion sound design.
Sound Designer at Little Army Studio
January 1, 2025 - September 25, 2025
Audio design for the Slasher project: in-game sounds, music, voice direction and VO recording; writing and producing sound tracks; coordinating all aspects of audio production and Unity audio implementation.

Education

Remote Level II Refinement in Movies and Video Games at Mas Academy, Rome
January 11, 2030 - September 25, 2025
Remote Sound Design & Composition for Movies and Video Games at Comic International School, Rome
January 11, 2030 - September 25, 2025
Remote Level II – Refinement in Movies and Video Games at Mas Academy
January 1, 2022 - December 31, 2023
Sound Design & Composition for Movies and Video Games at Comic International School
January 11, 2030 - September 25, 2025

Qualifications

Cubase (Certified)
January 11, 2030 - September 25, 2025
Cubase Certified
January 11, 2030 - September 25, 2025
FMOD Certification
January 11, 2030 - September 25, 2025
WWISE Certification
January 11, 2030 - September 25, 2025
Unity Certification
January 11, 2030 - September 25, 2025
Unreal Engine Certification
January 11, 2030 - September 25, 2025

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Education, Professional Services
    paper Cookie Cutter

    Cookie Cutter is a brawler–metroidvania with a wild, underground aesthetic. My role was to shape its sonic identity through impactful, unconventional sound design and energetic, raw music. The result is a weird yet powerful soundscape, tightly tied to the game’s frantic pace and narrative.

    https://store.steampowered.com/app/1924430/Cookie_Cutter_Overkill_Edition/

    Overview & Planning

    The scope was vast: 65 player moves, 17 enemies (avg. 5 moves each), 6 bosses, 9 levels with unique music and environments, plus menus, items, and cutscenes. Careful planning and organization were essential to manage this workload efficiently and deliver consistent quality across all assets.


    https://www.nicolacamposd.com/s-projects-side-by-side-1

    Sound Design & Music

    I combined foley, field recordings, and digital synthesis to build a fully organic sound world. Old machinery, engines, metals, analog/digital synths, and live instruments were blended to achieve depth and character. No predefined libraries were used—each element was crafted to reflect the game’s unique tone.

    A key innovation was ensuring harmonic coexistence between SFX and soundtrack: every sound was designed in the same tonal framework as the music. This created a tight synergy between gameplay, action, and emotion.

    The music itself was built to handle long play sessions (12–20 hours) without repetition. Tracks were composed in modular sections that adapt dynamically between exploration, platforming, and combat, with seamless transitions. Intelligent sequencing ensured variety while maintaining mood consistency. Careful BPM and key choices guaranteed rhythmic and acoustic alignment with gameplay.

    Dialogue Design

    I edited, designed, and implemented all in-game dialogues. The approach varied by character: the protagonist’s lines were polished for clarity, while others (like Regine) required extensive processing and creative design using Melodyne and other tools to match their personalities. Dialogues were then integrated into gameplay and cutscenes for narrative cohesion.

    Implementation in Unity & FMOD

    All audio was implemented using FMOD within Unity. I developed custom systems to handle:

    SFX clarity in chaotic battles using hierarchies, occlusion, and ducking.

    Dynamic music transitions across gameplay phases and boss fights, with event-based variation.

    Snapshot events & command tracks to handle complex scenarios, despite minimal support from the dev team.

    Profiling & Mixing

    Through extensive play-testing, I refined priorities, event triggers, and overall mix balance. This ensured clarity, immersion, and performance stability across the full game experience.