email: joshadambell@live.com
Bio
Hi, I’m Josh, a sound designer originally from Newcastle upon Tyne, UK. Thank you for taking the time to explore my work!
I have a strong love for creative audio, storytelling, and the art of immersive design. As a true game audio generalist, I thrive on the creative, technical, and collaborative aspects of our craft.
Currently, I live in Helsinki, Finland and work as a Senior Technical Audio Designer at Remedy Entertainment. I've had the pleasure of working on Alan Wake 2 and I am the project audio lead on an exciting, unannounced project. Before this, I honed my skills at Cloud Imperium Games as a sound designer.
You can find my CV here.
Main Skills: Sound Design, Wwise, FMOD Studio and Studio API, Lua, Python, UE4/5 and Blueprints, CryEngine, Cinematic Sound Design, Reaper, Field Recording
Additional Skills: MaxMSP, basic C# and C++, Unity, Da Vinci Resolve, Blender
My Favourite Games for Sound:
The Last of Us: Part II
Hell Let Loose
Ghost of Tsushima
Red Dead Redemption 2
Helldivers 2
I'm Looking Forward To:
Star Wars: KotOR Remake
Routine
Mass Effect
Assassin’s Creed Shadows
Elder Scrolls VI
My Favourite Games Lately:
Ghost of Tsushima
Rainbow Six: Siege
RimWorld
Darkest Dungeon II
It Takes Two
Alan Wake 2
In Your Head: Audio-driven Everything in 'Alan Wake 2' and its Mind Place
I was chosen to talk at GDC 2024 on the Audio Track about some of my work on Alan Wake 2. It is unfortanately locked behind the GDC Vault paywall. If you don't have access, you can find the presentation slides and detailed notes here.
"We Sing" Creative Audio Effects Treatment
In Alan Wake 2's "We Sing" Musical section, I was responsible for realising a lot of creative audio effects that were intimately tied to the gameplay to further sell the epic spectacle of this chapter. This is probably the most fun and rewarding thing I've worked on in my career so far.
Mind Place Sound Design
The Mind Place is an immersive and diegetic in-game interface inside of Saga's head that functions as an interactive record of the story so far. I worked on the sound design for the entire Mind Place, and its Profiling feature. I go into depth on the profiling feature in my GDC 2024 Talk here. If you don't have GDC Vault Access, you can find the presentation with detailed notes here.
Level, Gameplay and UI Sound Design
While my primary work on Alan Wake 2 was the Mind Place, Writer's Room and otherwise mostly Technical Audio Design, I did manage to take on a few more typical level, gameplay and UI tasks for a change of pace. This is a compilation of that work.
Redesigns
The Last of Us: Part 2
Gameplay Sound Redesign
A sound redesign of a fight with the infected in The Last of Us Part 2. I wanted to try to do justice to one of my favourite sounding games of all time.
Halo 2: Anniversary
Cinematic Sound Redesign
A sound redesign of an excerpt from a Halo 2: Anniversary in-game cinematic.
Battlefield V
Cinematic Sound Redesign
A sound redesign of an excerpt from the Battlefield V Pacific trailer.
Ghost of Tsushima
Gameplay Sound Redesign
A sound redesign of Sucker Punch Productions' Ghost of Tsushima.
Metro Exodus
Gameplay Sound Redesign
A sound redesign of 4A Games' Metro Exodus.
Mass Effect 3: Legendary Edition
Cinematic Sound Redesign
A sound redesign of the beginning of the final fleet battle in Mass Effect 3: Legendary Edition.
Star Citizen
Citizencon: Shipsounds Presentation
At CitizenCon, Cloud Imperium Games' annual convention, audio programmer Yogi Klatt and I were very lucky to be given the chance to give a presentation on our work on the technical tricks and creative processes that go into crafting the sound of Star Citizen's ships. Unfortunately, the audio on the various clips in the video is the sound captured from the mics in the auditorium, so doesn't represent how our work sounds in-game. Some of the clips in the video can be heard properly in the video on the right.
Spaceship Sound Design
On Star Citizen, I was responsible for most of the sound design and implementation for the game's spaceships. This included the thruster and cockpit audio for the ships, their fly-by sounds, vibration and strain sounds when the ship is under duress, and additional sweetener layers for atmospheric flight.
Weapon Sound Design
In my time at Cloud Imperium I worked on some FPS and spaceship weapons. You can see these in the video above. I was responsible for the sound design and implementation of all firing sounds, weapon tails and reload/handling sounds.
Ambient Audio Design
This is some footage of my work on the ambient audio of Star Citizen's Persistent Universe. GrimHex is a space station nestled deep in the icy moon Yela's asteroid belt. Originally built to house workers, it has now fallen under the control of criminals.
Inside Star Citizen: Ship Sound Design Interview
In this episode of Inside Star Citizen we focused on the then continuing work on the ship sound design in our quarterly releases. I spoke alongside our Senior Audio Programmer, Yogi Klatt. We looked at the vibration component, the environmental feedback component and improvements to the general flight experience from an audio point of view, directly comparing old to new.