With over 10 years of experience in music and sound design, I bring a passionate, hands-on approach to every project. Learning under world-class mentors at Berklee College of Music shaped my ear for detail and story-driven audio, and I love translating gameplay moments into unforgettable soundscapes. I’m driven by building robust sound systems in Wwise and collaborating with teams to deliver the perfect end-user experience. From composing and shepherding orchestral pieces to crafting sharp SFX and stingers, I thrive on the creative challenge of games and interactive media.

Josef Shahwan

PRO

With over 10 years of experience in music and sound design, I bring a passionate, hands-on approach to every project. Learning under world-class mentors at Berklee College of Music shaped my ear for detail and story-driven audio, and I love translating gameplay moments into unforgettable soundscapes. I’m driven by building robust sound systems in Wwise and collaborating with teams to deliver the perfect end-user experience. From composing and shepherding orchestral pieces to crafting sharp SFX and stingers, I thrive on the creative challenge of games and interactive media.

Available to hire

With over 10 years of experience in music and sound design, I bring a passionate, hands-on approach to every project. Learning under world-class mentors at Berklee College of Music shaped my ear for detail and story-driven audio, and I love translating gameplay moments into unforgettable soundscapes.

I’m driven by building robust sound systems in Wwise and collaborating with teams to deliver the perfect end-user experience. From composing and shepherding orchestral pieces to crafting sharp SFX and stingers, I thrive on the creative challenge of games and interactive media.

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Experience Level

Work Experience

Composer/Sound Designer at Indie Game Academy
June 1, 2024 - Present
Collaborated closely with the lead engineer to implement all sounds into Unity through Wwise, including suggesting event placement in the code. Performed various voice acting roles including human and monster voices. Composed over 17 minutes of music and stingers across 6 songs and 8 stingers. Received education from industry professionals covering all realms of game development and gaming as a business.
Composer/Sound Designer at Diabolical Arts, LLC
May 1, 2023 - Present
Joined a startup in its early stages to provide audio expertise. Contributed to the Nordic Games Game Jam 2023 with all work delivered within a 10-day period. Composed, recorded, mixed, and mastered 6 songs in 10 days. Composed a total of 18 tracks and created 4 sound effects across two projects. Gained insight into the design space through work on a small, intimate team during the entire development cycle.
Composer/Sound Designer at JustinSix
December 1, 2023 - Present
Served as the sole audio team member for the BigMode Game Jam and continued working thereafter. Created music and sound effects in various styles for the parody game Streamer of the Year. Wrote parody songs mimicking styles from Mario Kart 8, Factorio, and Fall Guys. Achieved the inclusion of the beginning of Firth of Fifth in a video game and had work featured in a VideoGameDunkey video. Collected sound bites from streamer footage based on game state scenarios.

Education

Bachelor’s at Berklee College of Music
January 11, 2030 - August 11, 2025

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet
    paper Empathy Film Score - The Finale

    This is a piece from a film score I wrote. The scene involves a person struggling with their mental health, and then they’re being comforted by a friend. As the scene progresses, someone comes along to antagonize them, and then their mind starts racing and they become overwhelmed by their own surroundings. It builds to this final crescendo where the character - looking straight ahead - asks, “Is this really happening?”

    paper Ambient Jazz Menu Music

    This was for a game I worked on called Rapid Eye Madness. The director wanted a feeling of mystery for the secrets menu, which were audio logs that drove the narrative in the game. I wrote some chord changes, sat down with my guitar, improvised some licks and phrases, and wrote them down as saxophone parts that would later be performed through a sax plugin via midi. I also took extra care with the piano, drums, and bass to ensure that it sounded like an improvised session, which is difficult to do when you’re pre-programming all of the instruments’ performances.

    paper Climb That Mountain

    This was for a smaller project I did with Team Moonstorm that was about climbing a mountain as quickly as the player possibly could. As the player’s speed increased, more instruments got layered in to give the player the sense that the intensity of the game state was increasing.

    paper Progressive Metal Song

    I got this sudden surge of inspiration to write something that was more in the Thrash Metal style, and then have it go through all these mood and dynamic changes that span a few other styles of Metal, as well. I played the guitar parts, bass parts, and programmed the drums all on my own, as well as composed and arranged the song, recorded it myself and did all of the mixing and mastering on it.