Posted December 30, 2018 by Emperatriz Ung
#voice over #voice acting #directing voice actors #Narrative Design
Voice over is really important to Operation Kanshi. I'd say for myself, at the moment, I view "the conversation" between our main characters as the soul of the game. I tend to care deeply about my characters. So a lot of research is going into understanding how to execute this as best we can. Recently I've spoken to some alumni, attended a talk, and sat in on a Q&A with Sarah Elmaleh. It's given me a lot to think about. I'm going to try to throw some notes of what I've learned about directing voice actors for games.
From Jack's talks: Recording voice acting for choice based games is structured differently. He gave examples of how the recording of dialogue and the script will differ based on the type of gameplay. As a writer, giving context for voice actors via parentheticals in the script is super helpful. He also said it is important to handle logistics: i.e. set-up before the voice actors arrive with equipment ready and water available. Monitoring the recording (for things such as clipping) is important to maintain quality and consistency. He stressed the importance of being respectful and thoughtful with voice actors. It's important not to interrupt and be considerate by factoring in breaks.
From chatting with alumni: Some graduates of the MFA program used voice overs heavily in their thesis projects as well. I spoke with some about the challenges they encountered. They ran into some issues by recording a little too late in the production process (based on the fixed date of the End of Year Show MFAs need to showcase their thesis projects at). They recommended:
Lastly, here is a selection of notes I took from the Q&A session with Sarah Elmaleh:
I have a ton more notes and scattered thoughts... But I figured I should throw them all here for now! Soon I will post the most recent feedback on our latest prototype.