Difference between revisions of "Voice Acting"

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The use of [[Voice Acting]] implies important design decisions.  
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In some games the use of [[Dialog]] is complemented with [[Voice Acting]]. The adoption of [[Voice Acting]] implies important decisions beyond creativity, namely because of the costs that may be implied.
 
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Before addressing the hindrances behind the decision of adopting Voice Acting it is important to notice that not all games call for this kind of exploration
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Revision as of 18:11, 16 August 2011

Front face Back face
The card's front face The card's back face

Synopsis

Performing and recording voices for characters and/or narrators.

Relationships

Context:
Dialogue , Narrative , Character Soundprint .
May call for:
Subtitles and Captions , Dubbing .

Description

In some games the use of Dialog is complemented with Voice Acting. The adoption of Voice Acting implies important decisions beyond creativity, namely because of the costs that may be implied.


One of them as to do with the language to adopt and if Dubbing should be used. Implementing Voice Acting (and Dubbing) are costly and technically complex. Consequently, the tradeoff ought to be addressed.

Voice Acting may add great value to the game product. Similarly to what happens in animated films, contracting well know actors to give voice to characters not only contributes to the quality of this feature but, very importantly, it can be a powerful marketing argument. Yet, this is the kind of strategy that is prohibitive to small budget projects.


Some sound design explorations may avoid the need to

Examples

[show less examples...]



VoiceActing-front-v10.pngVoiceActing-back-v10.png