Summary
Overview
Work History
Education
Skills
Timeline
Camilo Guerrero

Camilo Guerrero

Montréal,Canada

Summary

Technical Sound Designer with extensive experience building audio systems in Unreal Engine using MetaSounds and Blueprints, with Wwise certification and strong expertise in Unity (C#) and FMOD integration.

Over 4 years of experience creating high-impact, immersive audio and interactive systems for VR and real-time applications. Expert in designing scalable architectures that combine C++ and C#, technical art pipelines, spatial audio, and performance optimization for Quest and PC platforms.

Specialized in developing VR applications using Unreal Engine (Blueprints, MetaSounds) and Unity (URP, Shader Graph), alongside Maya, integrating gameplay systems, procedural content generation, and multisensory design to maximize learning retention and emotional engagement.

Proven track record delivering government-contracted training simulations.

Overview

4
4
years of professional experience

Work History

Technical Sound Designer | Vr Developer, UE

Université de Montréal – CEDUM
Montréal, QC
01.2024 - 07.2025

Tecnical Sound Designer | Vr Developer UE

  • Designed and implemented full ambisonic 3D audio systems using Wwise and MetaSounds, tightly integrated with gameplay logic via C++ and Blueprints.
  • Developed adaptive, real-time soundscapes driven by RTPC modulation, supporting footsteps, vehicle engines, and dynamic reverb zones.
  • Engineered procedural, MIDI-driven synthesis systems with real-time music synchronization.
  • Implemented physics-based audio reactions using collision events and surface material detection.
  • Led the design and implementation of four immersive VR levels using GAS, AI Behavior Trees, and a modular C++ architecture.

Technical Sound Designer | Vr Developer, Unity.

Sketchbox3D
Montréal, QC
11.2022 - 12.2023
  • Designed gameplay and simulation systems using C#, applying Observer, Factory, and Command design patterns.
  • Developed traffic AI systems featuring lane logic, intersection management, and advanced vehicle physics.
  • Optimized open-world environments to sustain 90 FPS, leveraging batching, occlusion culling, and shader optimization.
  • Built custom Shader Graph materials and established URP-compliant 3D production pipelines.
  • Implemented ambisonic soundscapes and spatialized audio pipelines for VR applications.
  • Developed Photon-based multiplayer systems, including RPC synchronization and ownership management.
  • Delivered VR training simulations for the Royal Canadian Navy, Canadian Army, and Transport Canada, meeting MIL-STD-1472F usability standards.

Sound Engineer

Colcine Films
Bogotá, Colombia
01.2010 - 12.2021
  • Engineered, composed, edited, and mixed audio for film, television, radio, and multimedia productions, working across both analog and digital console environments.
  • Managed end-to-end audio production pipelines, including pre-production planning, session setup, recording, sound design, multitrack mixing, mastering, and final delivery for broadcast and distribution.
  • Delivered mixes compliant with broadcast and loudness standards, optimizing dynamics, clarity, and translation across playback systems.
  • Integrated music composition, Foley, dialogue editing, and sound effects into cohesive final mixes aligned with creative and narrative direction.
  • Collaborated closely with directors, producers, and creatives, translating artistic vision into technically precise and emotionally compelling audio outcomes.

Education

+5 Bachelor of Music With Sound Engineering - Sound Engineering

Universidad El Bosque, Bogotá, Colombia
08-2009
  • Focus: Acoustic physics, classical guitar, and recording workflows
  • Thesis: “Ontology and Semiotics in Installations” – multisensory acoustic sculpture using quadratic diffusers
  • Graduation with Distinction
  • Scholarship for GPA

AEC - VR/AR Development

Collège André-Grasset, Montréal, QC
01.2022

Focus: Unreal (C++, Blueprints), Unity (C#), 3D Modeling, Shader Development

Certification - Technical Sound Design

SoVGA, Montreal
02-2026

Skills

  • Programming & Audio Integration: C (Unreal Engine), Blueprints, C# (Unity), Python (currently expanding), design patterns (Singleton, Observer, Factory, State Machine, Command, Object Pool), algorithm optimization and scalable system design
  • Game Engines & Real-Time Systems: Unreal Engine (C, Blueprints, GAS, MetaSounds, Niagara, Nanite, Lumen), Unity (C#, URP, Shader Graph, VFX Graph)
  • Audio Systems & DSP: Wwise (RTPCs, States, Switches, Events), FMOD, MetaSounds, Unity Audio, ambisonics, binaural rendering, HRTF systems, procedural and physics-driven audio systems, generative soundscapes, dynamic mixing, occlusion modeling, custom DSP and effect prototyping
  • Technical Art & Optimization: Shader authoring (Unreal Materials, Unity Shader Graph), URP optimization (batching, draw-call reduction, LOD management), Niagara (Unreal), Unity VFX Graph, performance optimization for Quest and PC platforms
  • Audio & Production Tools: Pro Tools, Reaper, Reason and Plug in Alliance suite Production approach with classical and midi guitar
  • XR & Immersive Development: VR locomotion systems, comfort design, haptics, Quest 2 / Quest 3 optimization
  • Version Control & Pipelines: Git, Perforce, CI/CD automation, collaborative production workflows

Timeline

Technical Sound Designer | Vr Developer, UE - Université de Montréal – CEDUM
01.2024 - 07.2025
Technical Sound Designer | Vr Developer, Unity. - Sketchbox3D
11.2022 - 12.2023
Sound Engineer - Colcine Films
01.2010 - 12.2021
Universidad El Bosque - +5 Bachelor of Music With Sound Engineering, Sound Engineering
Collège André-Grasset - AEC, VR/AR Development
SoVGA - Certification, Technical Sound Design
Camilo Guerrero