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#138300 - 06/02/04 01:27 AM Voice Talent, recording and all that jazz
gatorlaw Offline
Adept Boomer

Registered: 11/01/99
Posts: 10312
I know that you were very deeply involved in the recording of the voice tracks for BS3.

Did you do other sound work before?

what is the best part of this side of game development and conversely the hardest.
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#138301 - 06/02/04 02:05 AM Re: Voice Talent, recording and all that jazz
Diamond Offline
Settled Boomer

Registered: 09/11/02
Posts: 538
Loc: Yorkshire
My involvement was the preparation of the actor scripts, the organisation of the actor schedule and assisting the voice director during the sessions.

I did a similar role on both In Cold Blood and El Dorado.

The best part is always the actual recording, particularly when you get to meet actors of real quality. When the sessions are going well, it's always great fun. There was one point when we were recording some interactions between George and Nico where everyone cracked up for a solid ten minutes because the lines out of context could be taken the wrong way. And were.

The hardest is worrying what the actors will make of the scripts.
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Steve

Steve Ince, Writer-Designer
Steve on Twitter

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#138302 - 06/02/04 06:55 PM Re: Voice Talent, recording and all that jazz
Ditlihi Offline
Settled Boomer

Registered: 09/19/02
Posts: 580
Loc: Florida
One thing that disappointed me in BS 3 was there was not anywhere as much dialogue as there was in BS 1&2.I got the feeling in making it was decided to keep taking to the bare minimun so more time could be to creeping,climbing,running and jumping

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#138303 - 06/03/04 12:43 AM Re: Voice Talent, recording and all that jazz
Diamond Offline
Settled Boomer

Registered: 09/11/02
Posts: 538
Loc: Yorkshire
Many people actually felt that there was too much dialogue in BS1 so we actually cut it back for BS2. In dialogue terms BS3 is actually about 80% of the size of BS2.

We actually made a conscious decision to concentrate our dialogue a little more and aimed for a maximum of 6000 lines. We actually broke this budget and ended up with 6650 lines. The decision wasn't based on trying to give more time to climbing, etc. but that we wanted our dialogue exchanges to be more dynamic.
_________________________
Steve

Steve Ince, Writer-Designer
Steve on Twitter

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