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Vicious Sound
SCALABLE AAA AUDIO CO-DEVELOPMENT
STUDIO OVERVIEW  ·  2026
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Who We Are

A Senior-Led, Full-Stack Audio Studio

Founded 2019 · Los Angeles

Independent studio built by veterans of AAA games, film and television.

Design through implementation

One team carries every sound from first concept to shipping build.

Experience where it counts

Veteran leads direct every engagement; capacity flexes to match production.

Games · Film · TV · Trailers

Interactive and cinematic storytelling under one roof.

“We don’t just design sound. We build worlds that live and breathe through audio.”
OUR PHILOSOPHY
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At A Glance

Built for AAA Production

2019

Founded

Independent studio · Los Angeles

20+

Team Members

A bench of proven AAA specialists

100+

Combined Years of AAA

Shipping experience across leadership

AAA Games · Film · Television

Interactive and cinematic work under one roof.

Global Delivery

Talent across five regions, aligned to your hours.

Design Through Implementation

Every sound built, tuned and shipped in-engine.

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The Embedded Model

An Extension of Your Internal Team

We don’t deliver folders of audio files from the outside. We embed inside your dev tools, your pipeline and your builds, designing and implementing sound as part of your team.

Wwise · FMOD · Unreal · Unity · proprietary engines

Teams scale up or down as production demands, without losing context, consistency or ownership.

01Sound Designers

In-game and cinematic sound design, in-engine, day to day.

02Senior Sound Designers

Independent owners of complex features. Minimal supervision required.

03Audio Directors

Creative direction, review structure and sonic identity across a title.

04Producers

Scheduling, milestones and communication that plug into your production.

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Our Differentiator

The Co-Dev Advantage

Design + Implementation

One team handles the full audio pipeline. No handoffs, no translation loss.

Embedded Partners

We operate inside your pipeline, tools and culture, like in-house staff.

End-to-End Accountability

From first sound to final mix, we own the outcome and hit your quality bar.

Knowledge Transfer

Our senior designers integrate seamlessly with internal teams, delivering production-ready work while elevating less-experienced designers through daily collaboration.

It feels less like getting outsourcing support and more like expanding our in-house audio team with exceptional talent. Every time we work with them, it feels like a natural extension of our studio.
— 1047 GAMES1047 Games
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Why Seniority Matters

The True Cost of Outsourced Audio

The right measure isn’t cost per asset. It’s the cost of successful completion.
TYPICAL PRICE-DRIVEN VENDOR
  • Failed first passes and repeated revision cycles
  • Heavy supervision from your senior staff
  • Assets delivered without implementation context
  • Schedule risk lands back on the internal team
  • The “cheap” option quietly becomes the expensive one
VICIOUS SOUND SENIOR CO-DEV
  • First-pass quality that survives review
  • Minimal direction. Seniors run independently
  • Implemented in-engine, ready to ship
  • Frees your most experienced staff for their own work
  • Predictable schedules, fewer surprises
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Services

Full-Spectrum Audio, One Studio

Game Audio Design

Interactive systems, weapons, abilities, UI, ambience and full production audio.

Audio Implementation

Wwise, FMOD, Unreal, Unity & proprietary engines. Design and integration as one.

Film & Trailer Sound

Impactful soundscapes for theatrical and streaming storytelling.

Post-Production

Award-winning facilities and talent, scaling to any schedule.

Foley

Recording, editorial & mix for linear and interactive media.

VO & Dialogue

Recording and precision editing for all media formats.

Music Composition

Original scoring that elevates narrative for any project.

Audio Programming

Runtime systems, tool development & engine-level co-dev.

Production Services

Embedded producers, sprint planning, milestone tracking & coordination.

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Implementation

We Don’t Ship WAV Files.
We Ship Games.

Every sound we make is built as a living system: implemented in-engine, tuned in context, optimized for performance and iterated until the game ships.

Wwise · FMOD · Unreal · Unity · proprietary engines
GAMEPLAY SYSTEMS WE IMPLEMENT
WeaponsMeleeAbilities MagicCreaturesVehicles TraversalUI / UXAmbience FoleyCinematicsPlayer Feedback
01Design
02Implement
03Tune
04Optimize
05Iterate
06Mix
07Ship
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Engagement Models

Three Ways to Start

01
Focused Trial

One feature, weapon set or contained content slice.

  • Evaluate quality first-hand
  • Validate pipeline compatibility
  • Minimal initial risk
02
Content Package

A defined set of features, weapons, creatures or cinematics, delivered against milestones.

  • Clear ownership and scope
  • Relieves internal workload
  • Production content, real stakes
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Embedded Co-Dev

Senior designers, directors and producers operating inside your team.

  • Design + in-engine implementation
  • Scales with production
  • Supports your internal designers
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Scalable Delivery

How Vicious Scales

Lead / Audio Director

Creative leadership · client-facing · final approval

Senior

Complex systems · implementation leadership · review

Mid

Production sound design · variants · implementation

Junior

Content support · asset prep · supervised QA

Talent matched to task complexity, with senior review on every deliverable. One quality bar.

SUPPORTED BY

Producers

Milestones, planning & communication

Technical Sound Designers

Design intent, engine reality

Audio Programmers

Systems, tools & pipelines

Production Coordinators

Tracking & cross-team flow

TEAMS SCALE FROM Individual Specialists Strike Teams Embedded Teams Full Audio Departments
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Global Talent

A Worldwide Senior Network

Teams aligned around your production needs, time zones and pipeline.
USAHQ · Los Angeles
CanadaNorth American coverage
South AmericaAligned to US hours
EuropeEarly coverage & hand-offs
South KoreaAPAC coverage

Follow-the-sun delivery

Hand-offs that keep production moving overnight.

Aligned to your hours

Core collaboration windows matched to your studio.

One delivery system

Direction, review and QC stay within Vicious Sound.

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Why Vicious

Why Studios Scale With Vicious

Scale in weeks, not months

Senior specialists available now, without recruiting or onboarding delays.

Team size tracks production

Ramp up for crunch features, down between milestones, without severance risk.

Lower production risk

Production-ready contributors from day one, not trainees on your payroll.

Native to your workflows

Designers work inside your tools, builds and rituals.

Leadership bandwidth preserved

Senior direction and review live inside Vicious, not on your leads’ desks.

Implementation from day one

Sound arrives in-engine, tuned and shippable, not as files to integrate.

Quality without supervision

Every deliverable passes internal review before it reaches your team.

A partner, not a vendor

Multi-year co-development relationships that grow with your game.

The leadership of a boutique studio. The scalability of a much larger partner.

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Genre Experience

Every Genre. Every Platform.

From Sony prestige exclusives and Star Wars to mobile cross-platform and live service at Fortnite scale.
Shooters & Battle Royale

Call of Duty · Fortnite · Marathon · Project Spectrum

Sci-Fi

Death Stranding 2 · Destiny · Marathon · Fortnite

Fantasy & Mythology

God of War · SMITE · SMITE 2 · Wicked

Horror & Survival

The Last of Us · Welcome to Derry · IT Chapter Two · Project Spectrum

Action-Adventure & Narrative

God of War · Uncharted · Jedi: Fallen Order · Death Stranding 2

Multiplayer & Live Service

Fortnite · SMITE 2 · Marathon · MadWorld

Film & Television

Black Adam · Shazam! · Wicked · The Tomorrow War · Welcome to Derry

Animation & Superhero

DC League of Super-Pets · GOAT · Shazam! · Black Adam

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Portfolio

Featured Work

Death Stranding 2: On the Beach
Kojima / Sony · PS5 · 2025
Cinematic SD · Atmos Mix
Fortnite
Epic Games · Ongoing
In-Game SD · Trailers · Live Content
Project Spectrum
Team Jade · PC · TBD
Cinematic SD · Mixing · In-Game
The Last of Us Part II
PS4 / PC · 2020
Cinematic SD · Mix · Foley
Marathon
Bungie · 2026
In-Game SD · Sci-Fi Atmosphere
Call of Duty: Vanguard
Game · 2021
In-Game Cinematics
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Interactive Audio

Interactive Sound Design Expertise

Creature & Vocal Sound Design
  • Vocalization & vocal processing
  • Organic source recording
  • Behavioral states & combat
  • Movement & body detail
  • Runtime variation systems
The Last of Us · Project Spectrum · Star Wars Jedi: Fallen Order · Marathon
Weapon & Melee Sound Design
  • Firearms, explosives & ballistics
  • Melee, blades & heavy impacts
  • Layered mechanical detail
  • First-person responsiveness
  • Switching & variation systems
Call of Duty: Vanguard · Call of Duty: Infinite Warfare · Concord · Marathon · Project Spectrum
Character Abilities
  • Hero abilities & powers
  • Sci-fi tech & energy systems
  • Traversal & movement audio
  • Cooldown & impact feedback
  • State-driven implementation
Marathon · Destiny · Concord · SMITE · SMITE 2
Cosmetics & Live Content
  • Cosmetic audio identity
  • Emotes, skins & collabs
  • Seasonal events & updates
  • High-volume production
  • Consistent ongoing quality
Fortnite · Concord · SMITE 2 · MadWorld
Magic, Powers & Mythology
  • Magic systems & spell design
  • Divine & elemental powers
  • Supernatural forces
  • Cinematic power moments
  • Fantasy clarity in gameplay
God of War · Mortal Kombat 11 · Death Stranding 2 · Guild Wars 2
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Cinematic Audio

Linear Craft at AAA Scale

Narrative & story moments

Sound that carries emotion across cutscenes and gameplay.

Dolby Atmos mixing

Theatrical-grade delivery, mixed in-house.

Foley & dialogue support

Performance-level detail for characters that feel alive.

In-game cinematics

From previz to final mix, matched to the game’s sonic identity.

Trailers & world premieres

Marketing beats built with full cinematic weight.

Cinematic sound and Atmos mixes for Death Stranding 2, The Last of Us, Destiny 2 and IT Chapter Two.

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Live Service

Built for the Long Run

Seasonal content & events

Recurring drops delivered on cadence, season after season.

Cosmetics & collaborations

High-volume asset production without quality drift.

Rapid iteration

Designers who move at live-ops speed.

Long-term partnership

Multi-year engagements that grow with your game.

Production scalability

Teams ramp up for major drops and down between seasons.

Ongoing co-development across Fortnite, Marathon, SMITE 2 and MadWorld: seasonal sound, trailers and live content.

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Technical Audio

Technical Sound Design, Audio Programming & Tools

Runtime audio systems

State-driven behavior, variation and real-time mixing at scale.

Pipeline development

Asset pipelines that keep large teams fast and consistent.

Custom tools & plug-ins

Workflow automation built for your exact stack.

Middleware integration

Deep Wwise and FMOD expertise, engine-side and DSP.

Technical sound design

The bridge between creative intent and engine reality.

From Wwise integration and DSP plug-in development to proprietary pipelines, our audio programmers work engine-side.

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Production Support

An External Audio Department

Senior & embedded producers

Production leadership that plugs directly into your team.

Production coordination

Scheduling, sprint planning and milestone tracking.

Cross-discipline communication

Coordination across design, animation, engineering and vendors.

Audio direction & implementation leads

Creative and technical leadership across the audio stack.

Technical audio & programming support

Pipelines, tooling and runtime systems alongside content.

More than sound design: production structure, communication and delivery discipline, built around your milestones.

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Showreel

Hear It for Yourself

A look into the Vicious Sound portfolio. Games, film and television.
WATCH THE REEL
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Leadership

Meet Our Leaders

Erick Ocampo Erick OcampoFounder, CEO & Supervising Sound Designer

20+ years in game audio, nearly a decade in film and television. The creative and strategic force behind the studio.

The Last of Us · God of War · Death Stranding 2 · Call of Duty: Vanguard · Wicked · Uncharted 4 · Destiny 2
Samantha Ocampo Samantha OcampoCo-Founder & Director of Finance

Co-founder managing operations, budgets and team coordination. Theater and music background enriches creative contribution, including voice work for games and film.

Aaron LeMay Aaron LeMayChief Operating Officer

30+ years across AAA titles including Halo, Saints Row and TERA. Leads technology strategy, AI pipeline development and next-generation audio tooling.

Maxine Virtue Maxine VirtueSenior Producer

10+ years leading art and game production at Meta, Riot Games and Blizzard. Credits include 2XKO, Diablo II: Resurrected and StarCraft Remastered.

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Our Team

Talent That Matches Your Production

Leadership

Studio leadership with decades of shipped AAA experience.

Audio Directors

Creative direction and sonic identity across full titles.

Senior Sound Designers

Independent owners of complex, high-visibility work.

Mid-Level Sound Designers

Production sound design, variants and implementation.

Junior Sound Designers

Supervised production capacity within clear briefs.

Audio Programmers

Runtime systems, tools, plug-ins and middleware.

Technical Sound Designers

The bridge between design intent and engine reality.

Producers

Embedded production leadership and client communication.

Production Coordinators

Scheduling, tracking and cross-team coordination.

Senior leadership where it matters. Production capacity where it makes sense.

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Client Testimonials

What Our Partners Say

Vicious Sound consistently delivers memorable, high-impact audio that’s filled with personality. Our experiences wouldn’t sound the same without their contributions.
— EPIC GAMES
They’re able to do both sound design and implementation, enabling them to work alongside our internal team as co-devs. Concord would simply not sound as good without their contribution.
— SONY INTERACTIVE ENTERTAINMENT
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Next Steps

Let’s Build
Together

Start with a single specialist, or scale a full audio department.
We’ll meet your production wherever it is.
EMAIL info@vicioussound.com
PHONE +1 310-487-9171
WEB www.vicioussound.com
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