How to Produce Voice Overs that don’t SUCK, Part III: The Talent
In the last two articles that I’ve posted (Part I, Part II) in this series we’ve discussed both the why and the tools regarding making voice overs for your game. Today, we’re going to talk about the talent.
Auditioning
Auditioning talent can be quite tricky. Assuming that you aren’t going through a professional talent agency and are assured of professional actors, how do you “scout” for talent amongst your friends, neighbors, colleagues, classmates, relatives, etc. to find some people who could pull off the job?
Before you begin, make sure that your script is done. Have everything that you want that person to say figured out and written down. If you’re making a WW-II era game ala “Call of Duty” and you’re going to have a bunch of guys jumping around yelling short phrases and screaming, make sure you decide how many screams you will need. How will they be different? Think about their placement in the game… will you hear lots of scream sounds cued in short order? If so — you may want to go for multiple effects for the same “action” so you don’t have a sound effects track that winds up sound like this during game play:
Ahh!
Ahh! - - Hhh
Ahh ahh hhh
ahh ahh ahh aahh
(you get the picture)
Also, if you DO have the same effect, and they are cued simultaneously, will you have multiple sounds overlapping or have them essentially interrupt each other and start over? Planning ahead for durations and frequency can really help prevent these problems.
