The team in London, including founder Mark Estdale, numbers only six. They are a friendly and welcoming bunch at their studio on Packenham Street. The evening was a chance for voice talent and developers to meet each other and to meet OMUK – to find out how game voice recording is done.
Ensemble recording
Some of the games they have worked on... |
OMUK use headset mics as opposed to a more traditional free-standing mic. In traditional voice recording you want the feeling of space that a free-standing mic gives – the actor can move closer and further away, and that gives the recording a different shape. But in a game, the audio is going to be played back within a 3D virtual world, and it might be further or closer to the player depending on the situation. Headset mics give a consistent sound for all recordings which can then be altered to sound further or closer from the player algorithmically.
The sound-engineer relegated to the corner |
The three actors did multiple takes from a funny scene in Book of Unwritten Tales 2 and it was great to see how they fitted into the roles more as they went along, and to see the feedback loop from director to actors and back as they went around. Mark Estdale, their CEO, is passionate about great acting in games.
Game immersive voice recording (GIVR)
One of thing that stands in the way of great acting is communicating the situation to the actors. Games are nonlinear media, and recording typically jumps around between different states in the game in a way that is bamboozling for the actor. Traditionally, studios explain the situation to the actor with a few lines before the take, but in our second session OMUK's Vicky pointed out the problems with that approach.First of all it takes time, and time is money. You need to explain who the character is, what has happened before, where the scene takes place, and more. You want all of these details to inform performance, but it's a lot to get across. Additionally, it's tiring and difficult for the actor to take all that information in verbally.
As well as the time it takes to communicate, you also may not be communicating the right things. You are relying solely on the director's ability to translate between the script and the actor, but the director may misunderstand the situation. As a game developer, how confident do you feel that a director at a studio has a handle on everything happening in your game, just by looking at a script?
GIVR assets sharing the screen with the script |
It was a great evening, and there was plenty I haven't included, including meeting the founders of The Mocap Vaults, and a whole host of interesting voice actors. If you get the chance, OMUK is an interesting place to visit.
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