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Yanni Caldas
Sound Designer based in Toronto, ON 

Hello, I'm Yanni Caldas, and I am a sound designer for video games.

I aim to enhance the player experience through storytelling, immersion, and engaging feedback through sound's creative, collaborative, and technical aspects. Considering myself a generalist with an extra love for creature design, I am eager to aid wherever needed to help finish projects to their highest potential.

​My career has been an exciting endeavor. Beginning as a television and advertisement composer, I transitioned to working as an engineer at a recording studio after finishing college in 2016. After that, I freelanced as a mix engineer and producer and then worked as Audio Quality Control Lead for an audiobook production company. 

Since then, I've discovered my love for game audio and its ability to guide player emotions while constantly pushing the boundaries of what is possible. Currently, I am working as a sound designer at
Electronic Arts on Dragon Age: Dreadwolf. Previously, I have worked on various projects as a sound designer through outsourcing studio's iGame.Audio and Studio13.

You can find my CV here.


Sound Design, Lua, Dialog Editing, Field Recording, Music Editing, Cinematics, Reaper, ProTools, Wwise, FMOD Studio, UE5, Unity, Surround Sound, Mac & PC, Hardware/Software, 

Perforce/Source Control, JIRA, Excel, QC


Rocket Rumble

Super Auto Pets

Isles of Yore


Sound Design, Dialog Editing, QC

Guild Wars 2

DLC Music Editor

The Pirate Queen

Dialog Implementation, Editing, Sound Design, QC

Expansion Sound Design

Trailer & Game Sound Design, Mixing, Implementation

Creature Sound Design, Implementation


Sound Design, Implementation

Games I am currently playing

Demon Souls

Baldur's Gate 3


Horizon: Forbidden West

My Favourite Sounding




God of War (2018)

Elite Dangerous

Games I am looking forward to playing

Skate 4

Star Wars Outlaws

Senua's Saga: Hellblade II

Field Recording

Field recording is a deep passion of mine. Like how photographers think of photos as capturing a moment, I think of field recording as capturing a feeling. Anything from household objects, animals, vehicles, and even ambiences. Each subject has an expressive emotion that is always full of new surprises. All you have to do is listen to the world around you.

One of my favorite parts of field recording is the number of ways something can be recorded and performed. From choosing various microphone configurations, handling an object slow versus fast, or even performing a doppler effect by swinging the microphone. Pairing all this with how each project requires its unique sound signature, field recording is fundamental to telling a story through sound.

Record the world

Along with 614 other recordists from around the world, I participated in a crowdsourced sound effects library that recorded various ambiences from 6 different countries. All proceeds were donated to The Water Project. In total, we have raised more than $75,000 for 1,250 people to have access to clean, safe water! How amazing is that?!

Record the world.jpeg

Extra Content

Systemic Impact Demo
UE5 and Wwise

Sound Design Breakdown
Allosaurus - Isles of Yore

Sound Design Demo
Allosaurus - Isles of Yore

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