Well it comes down to good acting.  Most VO talent I know are also 
actors / performers, so to me, at least, it's definitely a plus.  And I'll 
go further to say that nine out of ten times, even a mediocre actor or 
performer can usually blow away the whole neighbor approach!  lol!

As far as games go, I feel that while it's terribly important to have good 
ideas / skill or resources to pull them off, attention to details such as 
sound / acting or good VO can really make or break a game.  It really turns 
me off while playing a game when I can tell that someone is reading a part 
or is self conscious about the part they're playing.  It screams out and 
really destroys the game's cred in my mind...

conversely, If a game has great talent, but the play is mediocre, I'm not 
so put off on it...  I feel like the creators put the time and attention 
into it but it'll just need to be improved.  code can be changed.  It 
doesn't need to feel a motivation!  lol!...

Of course, either situation can be improved; it's just accomplished 
differently.  <smile>

Anyway, just my thoughts...

Have an awesome day and thanks for the glimpse into your philosophies and 
work with the Game developer!...

Smiles,

Cara

At 08:25 AM 1/17/2007 +0100, you wrote:

>Hi,
>
>She's a personal friend who I've known for over twelve years. She's
>semi-professional, not doing it for a living but she has got quite some
>experience doing English (and Chinese) voice-over work. It's pretty hard to
>find a descent and non-expensive English-language voice-over here in
>Holland. There aren't that many native speakers who do voice-over work here
>and those who do often aren't cheap. But we took Eveline in well
>consideration (she isn't a native speaker, which is audible, but for a menu
>voice-over her tone of voice and pronunciation were more than descent
>enough). Next time I might choose to make it a bit more monotone though, but
>I *really really really* love the level of expression. Mind that we didn't
>use the non-professional
>"oh-let's-have-the-neigbour-do-the-evil-villain"-type of approach - we know
>better than that (I teach my students this as one of the main rules of good
>game audio design in my game audio design classes).
>
>Greets,
>
>Richard


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