

Independent studio built by veterans of AAA games, film and television.
One team carries every sound from first concept to shipping build.
Veteran leads direct every engagement; capacity flexes to match production.
Interactive and cinematic storytelling under one roof.
“We don’t just design sound. We build worlds that live and breathe through audio.”

Independent studio · Los Angeles
A bench of proven AAA specialists
Shipping experience across leadership
Interactive and cinematic work under one roof.
Talent across five regions, aligned to your hours.
Every sound built, tuned and shipped in-engine.

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.
Teams scale up or down as production demands, without losing context, consistency or ownership.
In-game and cinematic sound design, in-engine, day to day.
Independent owners of complex features. Minimal supervision required.
Creative direction, review structure and sonic identity across a title.
Scheduling, milestones and communication that plug into your production.

One team handles the full audio pipeline. No handoffs, no translation loss.
We operate inside your pipeline, tools and culture, like in-house staff.
From first sound to final mix, we own the outcome and hit your quality bar.
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.




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

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

Impactful soundscapes for theatrical and streaming storytelling.

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

Recording, editorial & mix for linear and interactive media.

Recording and precision editing for all media formats.

Original scoring that elevates narrative for any project.

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

Embedded producers, sprint planning, milestone tracking & coordination.

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.

One feature, weapon set or contained content slice.
A defined set of features, weapons, creatures or cinematics, delivered against milestones.
Senior designers, directors and producers operating inside your team.

Creative leadership · client-facing · final approval
Complex systems · implementation leadership · review
Production sound design · variants · implementation
Content support · asset prep · supervised QA
Talent matched to task complexity, with senior review on every deliverable. One quality bar.
Milestones, planning & communication
Design intent, engine reality
Systems, tools & pipelines
Tracking & cross-team flow

Hand-offs that keep production moving overnight.
Core collaboration windows matched to your studio.
Direction, review and QC stay within Vicious Sound.

Senior specialists available now, without recruiting or onboarding delays.
Ramp up for crunch features, down between milestones, without severance risk.
Production-ready contributors from day one, not trainees on your payroll.
Designers work inside your tools, builds and rituals.
Senior direction and review live inside Vicious, not on your leads’ desks.
Sound arrives in-engine, tuned and shippable, not as files to integrate.
Every deliverable passes internal review before it reaches your team.
Multi-year co-development relationships that grow with your game.
The leadership of a boutique studio. The scalability of a much larger partner.


Call of Duty · Fortnite · Marathon · Project Spectrum

Death Stranding 2 · Destiny · Marathon · Fortnite

God of War · SMITE · SMITE 2 · Wicked

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

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

Fortnite · SMITE 2 · Marathon · MadWorld

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

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














Sound that carries emotion across cutscenes and gameplay.
Theatrical-grade delivery, mixed in-house.
Performance-level detail for characters that feel alive.
From previz to final mix, matched to the game’s sonic identity.
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.

Recurring drops delivered on cadence, season after season.
High-volume asset production without quality drift.
Designers who move at live-ops speed.
Multi-year engagements that grow with your game.
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.

State-driven behavior, variation and real-time mixing at scale.
Asset pipelines that keep large teams fast and consistent.
Workflow automation built for your exact stack.
Deep Wwise and FMOD expertise, engine-side and DSP.
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.

Production leadership that plugs directly into your team.
Scheduling, sprint planning and milestone tracking.
Coordination across design, animation, engineering and vendors.
Creative and technical leadership across the audio stack.
Pipelines, tooling and runtime systems alongside content.
More than sound design: production structure, communication and delivery discipline, built around your milestones.

WATCH THE REEL

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


Studio leadership with decades of shipped AAA experience.

Creative direction and sonic identity across full titles.

Independent owners of complex, high-visibility work.

Production sound design, variants and implementation.

Supervised production capacity within clear briefs.

Runtime systems, tools, plug-ins and middleware.

The bridge between design intent and engine reality.

Embedded production leadership and client communication.

Scheduling, tracking and cross-team coordination.
Senior leadership where it matters. Production capacity where it makes sense.

Vicious Sound consistently delivers memorable, high-impact audio that’s filled with personality. Our experiences wouldn’t sound the same without their contributions.

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.


