168 THE GAME PRODUCTION HANDBOOK, 2/E
create a form that will clearly present the key information the studio will need
to calculate the bid. At a minimum, they will need to know how many lines of
dialogue will be recorded, how many unique game characters will have dialogue,
and how many actors will be used to record this dialogue.
Sending an estimated line count is very important when creating a bid
package. This count is the basis of much of the studio’s time and cost es-
timates. First, each studio might have a different method for determining
line count, but generally you should count each sentence (about eight to ten
words) as one line. Don’t make the mistake of basing the actual line count
on how many rows are used in the voiceover spreadsheet (see Figure 10.3),
as this method might give an inaccurate count if an actor has a paragraph of
dialogue listed in a single cell on the spreadsheet. A miscalculation in the line
count makes it very difficult for the studios to accurately schedule the actors
and determine costs.
For example, actors are booked for a maximum of four hours for a single
recording session. If they exceed this four-hour period because the line count
was much larger than planned, they will need to be rescheduled for an additional
recording session, which incurs extra time and cost. Also, they might be unable
to reschedule during the time you have already booked with the studio, which
means the actor and studio both have to find another time to finish the session.
This delay could put the game project’s schedule at risk.
Other important information to include in the bid is how many unique voices
are being recorded and how many actors are needed to record them. According to
the rules of the Screen Actors Guild (SAG), a SAG actor is allowed to record up
to three unique voices in a single recording session for a flat fee. If they do any ad-
ditional voices, they must receive extra compensation. If you carefully manage the
expectations for the character voices in the game, you can cast actors to do multiple
voices, and thereby save money. For example, if you have a skilled voiceover actor
do three minor roles in the game, you need to cast and pay for only one actor.
If casting for a major voice that will be heard throughout the game, you
probably want to have the actor chosen for that role perform only that voice. This
way the actor can focus on bringing the main character to life, and the voice will
stand out as unique in the game. Additionally, the amount of dialogue for a major
character in the game might require several recording sessions, which means
there would not be time for the actor to record additional voices in a session.
With regards to cost, another thing to keep in mind is that actors get paid for
a four-hour minimum. So if the actor is only needed in the recording studio for
one hour, he will still get paid for four hours of work. Because you have to pay for
the actor’s time anyway, it is good to record as much dialogue as you can during
the session—alternate line reads and additional generic lines that can be used in
the game (such as greetings, screams, and anything else that might prove to be
useful later in development).