I’m Joe Hudson, a Technical Sound Designer with 12 years of experience in AAA and indie game audio, including six years designing interactive audio for Fortnite Battle Royale. I specialise in building world and ambience soundscapes, weapons audio, and cosmetic sound effects—creating systems that stay readable for gameplay while still feeling immersive and alive. I’ve partnered closely with engineering, VFX, animation, gameplay, and music teams to deliver polished audio at scale. My focus is both the creative and the technical side: implementing adaptive and interactive audio systems in Wwise and MetaSounds, building Blueprint-driven workflows, and maintaining memory/CPU performance stability in live-service pipelines through profiling, debugging, QA, and seasonal content delivery.

Joe Hudson

I’m Joe Hudson, a Technical Sound Designer with 12 years of experience in AAA and indie game audio, including six years designing interactive audio for Fortnite Battle Royale. I specialise in building world and ambience soundscapes, weapons audio, and cosmetic sound effects—creating systems that stay readable for gameplay while still feeling immersive and alive. I’ve partnered closely with engineering, VFX, animation, gameplay, and music teams to deliver polished audio at scale. My focus is both the creative and the technical side: implementing adaptive and interactive audio systems in Wwise and MetaSounds, building Blueprint-driven workflows, and maintaining memory/CPU performance stability in live-service pipelines through profiling, debugging, QA, and seasonal content delivery.

Available to hire

I’m Joe Hudson, a Technical Sound Designer with 12 years of experience in AAA and indie game audio, including six years designing interactive audio for Fortnite Battle Royale. I specialise in building world and ambience soundscapes, weapons audio, and cosmetic sound effects—creating systems that stay readable for gameplay while still feeling immersive and alive.

I’ve partnered closely with engineering, VFX, animation, gameplay, and music teams to deliver polished audio at scale. My focus is both the creative and the technical side: implementing adaptive and interactive audio systems in Wwise and MetaSounds, building Blueprint-driven workflows, and maintaining memory/CPU performance stability in live-service pipelines through profiling, debugging, QA, and seasonal content delivery.

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Experience Level

Expert
Expert

Work Experience

Audio Level Designer at Sweet Justice Sound Group — Epic Games (Remote)
December 1, 2020 - December 1, 2025
Designed and implemented ambient audio across multiple Fortnite Battle Royale chapters and seasons, shaping the evolving sonic identity of the map. Created varied, gameplay-supportive environmental soundscapes across urban, industrial, forest, desert, snow, jungle, and sci-fi biomes. Built and iterated Blueprint ambient systems, spatial audio setups, and gameplay-driven transitions to keep audio contextually meaningful. Maintained memory and performance stability for a live-service environment at global scale. Collaborated with engineering, level design, VFX, animation, art, and music teams to ensure audio consistently served gameplay readability and player immersion.
Technical Sound Designer — Cosmetics at Sweet Justice Sound Group — Epic Games (Remote)
December 1, 2019 - December 1, 2020
Supported the Fortnite cosmetics pipeline by designing and implementing audio for weapons, emotes, gliders, and back-bling. Built bespoke Blueprint setups tailored to each cosmetic’s unique design intent while working within a fast-paced, high-volume release cadence. Ensured audio integration met production requirements for quantity and consistency, and coordinated effectively with related teams to land polished results on schedule.
Technical Sound Designer at Sweet Justice Sound Group
January 1, 2014 - Present
Led technical sound work across multiple productions, including audio restoration/remastering for remastered Lucasfilm recordings under Disney IP approval and modern spatial mixing. Also delivered UI sound sets and coordinated international foley efforts for VR world-physics interaction audio. Completed full SFX and creature VO responsibilities for a level as sole sound designer, and supported dialogue editing for a AAA cinematic campaign. Worked across creative and technical audio delivery with an emphasis on spatial accuracy, file/edit management, and production-quality implementation.

Education

HND Music Technology at Confetti
January 11, 2030 - September 3, 2026
BTEC Music Technology at Confetti
January 11, 2030 - September 3, 2026
BA Music Technology & Broadcasting at London College of Music (TVU)
January 11, 2030 - September 3, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet