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Joshua Lowery Portfolio

Cues and Breakdowns

Piece 1

Piece 1

01 - Beneath the Orange MaskJoshua Lowery
00:00 / 04:36
Beneath the Orange Mask - (for TTRPG)

Description:

Unsettling atmospheric music made from digital synth, sampled effects, and sampled string instruments.

Breakdown:

This cue was produced for a villain NPC in a Tabletop Role Playing Game. The Game Master explained that “[he] needed a piece that was dark and unsettling, with a sense of urgency...…like the listener was like a puppet on a string as well”

One of the traits of the character was that he imposed ominous time restrictions to the heroes, so I sampled a clock but placed the ticks slightly out of time. This ticking clock became a motif in the campaign, signaling to the players that the villain was nearby.

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To build the atmosphere of the track, I used slightly out of tune synths and tried to stay out of a traditional major or minor key. Additionally, the cue needed to loop in the background of conversations, so the beginning and end of the track match perfectly.

Piece 2

02 - Woodlands ThemeJoshua Lowery
00:00 / 05:09
Woodlands Theme - (for Video Game)

Description:

Fantasy adventure and exploration music made from sampled dulcimer, handbells, drums, digital synth, and live recorded violin.

Breakdown:

I composed this track during NYU Screen Scoring Workshop for Video Games where we were asked to compose original tracks for AudioKinetic’s Wwise Adventure Game. This cue was scored for the woodlands section of the map which required a day and night cycle and an enemy layer. The track was divided into its sections and instruments and implemented using Wwise.

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The attached track is a demo version of the day/night cycle with the enemy layer at the end and features an extended violin solo at the beginning.

Piece 3

03 - Coin ThemeJoshua Lowery
00:00 / 03:18
Coin Theme - (for Video Game)

Description:

Atmospheric, thoughtful, otherworldy music made from piano, digital synth, and lots of reverb.

Breakdown:

I produced this cue as the main theme for a first-person platforming game along with designing all sound effects and implementing the audio in Unity through Wwise. The game developer requested “…an atmospheric, ambient piece to reflect the ethereal nature of the platforming prototype.”

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The music takes advantage of Wwise’s interactive music by dividing the music into two sections with each section having alternate versions for each instrument. This way the music can seem more generative and fresher. Additionally, at the very end of the level, the music picks up energy which helps clue in the player that they are close to the end.

Piece 2
Piece 3
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