Josh McQueen

Portfolio

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Here you can view Josh’s portfolio of recent work. He wanted to demonstrate his range and adaptability to any given genre, with the aim of creating unique soundscapes with personality and that cinematic quality. 

Achieving the vast majority of his sound design through the use of base Reaper plugins.

Sound Design Portfolio

Below you can find my wider range of portfolio work. 

Unreal Engine - Cinematic Ambience

A snippet of the unreal engine 5 trailer with my own approach to cinematic ambiences, the goal was to make the space sound varied and mysterious but without the repetition of seamless loops being noticeable to the players ears. No two sounds were exactly the same within the loop to make the environment come to life, and the ambience would even shift pitch to immerse the player in a dynamic space.

Jurassic World Evolution 2 - Sound Re-Design

Originally I designed this for an audio test. I was given a limited number of assets to implement and design in an appropriate and engaging way. Using only the base Reaper plugins I was able to make an extremely cinematic Jurassic Park experience. The team at Frontier kindly designed this test with the purpose of giving people an additional portfolio piece.

Don't Turn Around - 2024

Don’t Turn Around is a short indie horror game that I contributed my sound design skills and compositional prowess to. I was responsible for creating all cutscene ambiences, effects and mixing with musical elements either provided by myself or the other composers. 

Time to Say Goodbye

A newly released student film, focusing on the emotion of losing a loved one. I was responsible for primarily scoring and sound design elements and everything you hear through the film is totally original to myself. The emotion of the score near the end of this piece is really what I consider some of my best work with the soaring violins and emotive choir. Give it a listen! 

Global Game Jam 2023

 

Funkadelic

Josh took part in the GGJ by Game Dev London back in February. Working with a small but effective team, they were able to deliver a cutesy rhythm game about watering plants to the music. With only 72 hours to build the game entirely. 

To best compliment the team skillset, Josh offered to do the unique compositions for the game. Although a different path to his usual sound design, it was a fantastic challenge and a huge learning experience in the world of game development.

To find out more and play the game, use the link below:

‘Funkadelic’ Global Game Jam 2023