JOE WILSON | AUDIO DESIGNER
ABOUT ME
Hello! I'm Joe, an audio designer from Sheffield, currently studying my MSc in Sound and Music for Interactive Games at Leeds Beckett University whilst working at UnifiQ games on an unannounced project.
I have interest in the balance of technical developments regarding the implementation of audio, along with the creative aspects of developing sound effects for games.
In my spare time, I enjoy listening to records, playing guitar, enjoying a good film (usually horror or a crime drama), having a chill game on my Steam Deck, or making some juicy sounds in Reaper.
You can view my CV here.
SOFTWARE EXPERIENCE: Reaper, Pro-Tools, Cubase, Wwise , Unreal Engine 4/5, Perforce, Metasounds, Unity, FMOD.
SKILLS: Sound Design, Field Recording , Synthesis (Phaseplant), Asset Management, Blueprints, Excel/Sheets.
TOP 5 GAMES
TOP 5 PLUGINS
Fable: The Lost Chapters (Lionhead)
Halo: Combat Evolved (Bungie)
Cyberpunk 2077 (CD Projekt Red)
The Last of Us: Part 1 (Naughty Dog)
Red Dead Redemption 2 (Rockstar)
Oxford Inflator (Sonnox)
Driver (Native Instruments)
MVocoder (Melda Productions)
MV2 (Waves)
Crystallizer (Soundtoys)
GEAR I USE
Zoom F3 Field Recorder
Zoom H5 Field Recorder
Rode NTG-2
Stream Deck
SOUND DESIGN
CREATIVE SOUND DESIGN MSC MODULE
These clips are from my Creative Sound Design module for my MSc where I learned numerous techniques for designing creatures, weapons and vehicles.
SOMERVILLE (JUMPSHIP)
GAMEPLAY REDESIGN
Sound redesigns from Somerville with ship flybys and creature designs, this was my first attempt with using creature sounds through a doppler to create tonal sci-fi aspects.
DEAD SPACE (MOTIVE STUDIO)
GAMEPLAY REDESIGN
This was my portfolio piece for my MSc application. I really enjoyed designing the mech of the plasma cutter with source sounds of old 35mm cameras.
IXION (BULWARK STUDIOS)
CINEMATIC REDESIGN
This was a redesign of a sci-fi teleporter where I wanted to accurately portray the weight of the stations impact.
HALO INFINITE (343)
GAMEPLAY REDESIGN
This is a redesign of the artillery blast impact in Halo Infinite.
RESIDENT EVIL 4 (CAPCOM)
GAMEPLAY REDESIGN
This was a redesign of the Gigante vocals as well as the environment and the impacts.
INFAMOUS SECOND SON (SUCKER PUNCH)
DEUS EX: MANKIND DIVIDED (EIDOS)
CINEMATIC REDESIGN
A cinematic redesign of a trailer for Deus Ex: Mankind Divided.
GAMEPLAY REDESIGN
This was an attempt with creating an organic sci-fi sound for when the player phases through the door, as well as a flame sound as the player attacks the enemy, the main source sound was a plastic bag.
GRAPHIC IDENT
IDENT REDESIGN
This was an attempt at creating audio for a graphical animation by Tuan Nguyen
TECHNICAL AUDIO
UE5 NATIVE AUDIO PROJECTS (SOUNDCUES & METASOUNDS)
FROZEN COVE
A full sound implementation of the Frozen Cove map with UE5's Soundcues
LABORATORY
A full sound implementation of the GA_Laboratory map with UE5's Metasounds
UNDERGRADUATE DISSERTATION PROJECT ON BINAURAL AUDIO IN UE5
Skills Developed: Metasounds, Soundcues, UE5, Spatialization, Binaural, Blueprints, Sound Design, Field Recording.
UE5 & WWISE PROJECTS
DAY & NIGHT AMBIENCE DESIGN
IMPLEMENTATION BREAKDOWN
This is a breakdown video of my dynamic ambience system that responds to the time of day with sounds being affected through volume and trigger rate depending on the time. As well as a dynamic wind system that responds to feedback from an RTPC.
AMBIENCE WALKTHROUGH
This video is a walkthrough of the environment featuring the spot sounds and ambience beds. There are annotations to the specific systems that are in place to make up the environments sounds.
PROTOTYPE BREAKDOWN
This was the initial concept for how the system would work and I had doccumented the early stages of developing the system, as well as an alternative way to generate the same effect.
Skills Developed: Field Recording with Zoom H3VR, Wwise, RTPC's, Blueprints, States, Switches, Procedural Sound Design, Unreal Engine 5.2
OTHER PROJECTS
STACK-O-BOT FOOTSTEP IMPLEMENTATION
A footstep system for the Stack-O-Bot that changes sound for each material the bot is on.
AUDIOKINETICS WWISE-101 COURSE SHOWREEL
This is a showreel of everything I learned whilst working on my Wwise-101 qualification.
WWISE MUSIC IMPLEMENTATION
I made a music system and some music for a typical stealth game that responds to the players actions
UNITY / FMOD SPACE COMBAT KIT IMPLEMENTATION
This is a demo of my Unity / FMOD implementation where I added audio to a pre-made game with sound influences from Helldivers 2.