VOICEOVER 175
The voiceover director, if one is hired, will take them through the script and
prep them for the audition. The actor will record the sample dialogue, and these
lines will be processed and made available for the developer. The developer then
will make final actor selections based on the audition tapes.
To successfully pick the right actor during the audition process, keep several
things in mind. First, someone from the development team should be present ei-
ther on the phone or in person at the auditions. Having someone from the team
participate in the auditioning process is key, since they will be able to advise
the voiceover director on what specific characteristics they are looking for from
the actor. For example, if the character has a Russian accent, the developer can
clarify whether this accent should be heavy, light, exaggerated, or more realistic.
This way, when the developer is reviewing the auditions, he does not have to
wonder whether the actor who used a light Russian accent is capable of doing a
heavier, more realistic accent.
The other benefit of having someone from the team at the audition is that
he will have firsthand experience of what it will be like to work with a particu-
lar actor. For example, the actor might need a lot of detailed direction, might
be difficult to work with, or might not have a broad enough acting range for a
pivotal character. All of this information is useful when making the final actor
selections.
If someone from the team is not available to attend the audition, get feed-
back from the recording studio on the actors. Recording studios tend to work
with the same group of actors over and over and will be able to give valuable
feedback on an actor’s ability to deliver what is being requested. They will also
have feedback on how well the actor takes direction.
Second, make sure that the sample dialogue for the audition reflects the
type of dialogue that actually will be in the final version of the game. If working
on a realistic military game, include sample dialogue that reflects how soldiers
speak. Also, the dialogue should include a wide range of emotions, volumes,
and lengths for the actor to record. For example, include dialogue that is con-
versational, angry, shouted, whispered, happy, and so on. Also include dialogue
that is a short in-game comment—“area secured”—and longer dialogue made of
several sentences that might appear in a cinematic. This wide variety of sample
dialogue will give you a better idea of how well the actor fits the character.
Third, don’t be afraid to request that additional actors are called in for audi-
tions. If you don’t hear an actor who is suitable for the character you are trying
to cast in the first round of auditions, call in another group of actors to audition.
Recording voiceover is very expensive, and it is better to find the right person for
the role instead of having to recast the part later.
Auditions should be done well in advance of the actual recording session
so there is time to choose the actors and book their time. Please refer back to
Figure 10.4 for a general timetable for the auditions.