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Lee Kanne Talent and/or Voice Producer

Joined: 20 Dec 2005 Posts: 129
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Posted: Sun Jan 13, 2008, 23:19 (GMT) Post subject: Video Game voiceover Demo |
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forgive me if this has been covered before, but I'm wondering if anyone has had to, or knows how to, compile an effective demo for cracking the
Video Game Voicover market....
My best guess is that it's a combo animation/character demo, about one minute in length, with production along the lines of being cinematic, and with about 4 or 5 characters interacting in scripted dialogue...
How would one go about putting together a script for this type of demo?
Last edited by Lee Kanne on Mon Jan 14, 2008, 01:54 (GMT); edited 1 time in total |
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Bob Bergen Talent and/or Voice Producer

Joined: 18 Jan 2005 Posts: 224
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Posted: Mon Jan 14, 2008, 01:26 (GMT) Post subject: Re: Video Game voiceover Demo |
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| Lee Kanne wrote: | forgive me if this has been covered before, but I'm wondering if anyone has had to, or knows how to, compile an effective demo for cracking the
Video Game Voicover demo....
My best guess is that it's a combo animation/character demo, about one minute in length, with production along the lines of being cinematic, and with about 4 or 5 characters interacting in scripted dialogue...
How would one go about putting together a script for this type of demo? |
Interactive demos haven't been done a lot. Pretty new idea. But I myself have one, and I recommend anyone wanting to get into games have one.
The characters on an interactive demo will be more "real" than on an animation demo. Think of the kinds of games out there, along with the range of your client. Comic books are a great resource for interactive demos as well as animation demos. Just make sure all characters are doing, not just saying. The buyer needs to hear acting!!!!!!!!!!! Each character needs action to show off acting. Research several games. This will help, too.
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Lee Kanne Talent and/or Voice Producer

Joined: 20 Dec 2005 Posts: 129
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Posted: Mon Jan 14, 2008, 02:15 (GMT) Post subject: |
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No question about it, the heart and soul of an interactive demo absolutely must be characters with a strong inner life, and very
specific actions/agenda within the context of the given circumstances.
So that would lead me to believe that it's not quite as important to showcase the range of voices, as it is to inject each character with specific actions and show the range of ACTIONS throughout the course of the demo...
I'm thinking that quite possibly only 2 or 3 distinct voices are necessary, whatever is needed to differentiate characters.
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Bob Bergen Talent and/or Voice Producer

Joined: 18 Jan 2005 Posts: 224
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Posted: Mon Jan 14, 2008, 02:31 (GMT) Post subject: |
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| Lee Kanne wrote: | No question about it, the heart and soul of an interactive demo absolutely must be characters with a strong inner life, and very
specific actions/agenda within the context of the given circumstances.
So that would lead me to believe that it's not quite as important to showcase the range of voices, as it is to inject each character with specific actions and show the range of ACTIONS throughout the course of the demo...
I'm thinking that quite possibly only 2 or 3 distinct voices are necessary, whatever is needed to differentiate characters. |
All characters have a voice. But not all voices have character. Don't worry about voices. Be more concerned about characters. And not JUST characters, but original characters. Having clients mimic what already exists won't further their career. This goes for all character/animation demos. I hear so many formula demos: the surfer dude, the witch, the kids voices, the old, the babies, accents and dialects from every region in the world, etc. What's missing from 99% of all character demos is originality.
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Lee Kanne Talent and/or Voice Producer

Joined: 20 Dec 2005 Posts: 129
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Posted: Mon Jan 14, 2008, 03:05 (GMT) Post subject: |
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| Bob Bergen wrote: |
All characters have a voice. But not all voices have character. Don't worry about voices. Be more concerned about characters. And not JUST characters, but original characters. Having clients mimic what already exists won't further their career. This goes for all character/animation demos. I hear so many formula demos: the surfer dude, the witch, the kids voices, the old, the babies, accents and dialects from every region in the world, etc. What's missing from 99% of all character demos is originality.
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That makes a lot of sense..
Let the characters be delineated by the inner life rather than the outer
or vocal inflection, tone, etc....
going back to the acting thing, I would think you need to have your characters, speaking with a very specific purpose, with an obstacle,
and a way to overcome that obstacle....that's kind of acting 101, but
a critical ingredient in coming up with something original..
thanks for the great insight, Bob...
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Aaron Phillips Talent and/or Voice Producer

Joined: 15 Dec 2007 Posts: 57
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Posted: Mon Jan 14, 2008, 08:44 (GMT) Post subject: |
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This is DEFINITELY something I'm looking to break into as well and you have both put some great ideas down right here. I do a lot of *ahem* research in video games and it's been a dream of mine for a long time. Figured I'd get started in commercials first and work my way up to games and animation.
So Bob, what you're saying is obviously to create the character, and the voice will fall into place? Seems logical enough to me. Not a lot of talk about game voice overs on here, so this is really exciting for me.
AA
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Frank Cabanski Talent and/or Voice Producer

Joined: 12 Dec 2005 Posts: 87
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Posted: Fri Jan 18, 2008, 03:09 (GMT) Post subject: |
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Aaron,
If you've done research (ahem) in gaming, then you're likely familiar with how poorly some video games are voice acted.
It's important to make the right connections for this as well.
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Deby Cedars Talent and/or Voice Producer

Joined: 23 Jan 2006 Posts: 1482
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Posted: Fri Jan 18, 2008, 03:57 (GMT) Post subject: |
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I have recently had some video game clients....I can assure you that it was my custom demo and not my Betty Boop demo that got me the job. Bob is right about originality. The Betty Boop demo on my v123 page was a real audition though.
I have never seen an demo that is interactive....but I have seen Video Game Demos. Could someone send me to a link to a good one.
Bob....I know the show already exists....but do you think a tap dancing singing starfish who longs to waltz or do the foxtrot with Sponge Bob is original enough. Not to threadjack ....but since I have your attention...
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Last edited by Deby Cedars on Fri Jan 18, 2008, 04:47 (GMT); edited 1 time in total |
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Robert Jadah Talent and/or Voice Producer

Joined: 17 Jun 2005 Posts: 2627
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Posted: Fri Jan 18, 2008, 04:17 (GMT) Post subject: Re: Video Game voiceover Demo |
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| Lee Kanne wrote: | how to, compile an effective demo for cracking the Video Game Voicover market....
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It's not really a demo, Lee; I only tossed together some various bits one evening to answer a rush request.
But lo, I'm currently voicing seven interactive and computer games, and five of them grew out of this compendium.
I'm working on a similar but smoother and more traditional demo, but this has - in the meantime - been effective.
For what it's worth.
Voice On!
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Deby Cedars Talent and/or Voice Producer

Joined: 23 Jan 2006 Posts: 1482
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Posted: Fri Jan 18, 2008, 04:28 (GMT) Post subject: |
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Robert...I think you could have put some quick footsteps in the last spot....but I liked it much more than your Shakespeare stuff.
I also think the torture one could use a crack of a whip or the sound of a chain saw perhaps.
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Aaron Phillips Talent and/or Voice Producer

Joined: 15 Dec 2007 Posts: 57
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Posted: Fri Jan 18, 2008, 05:10 (GMT) Post subject: |
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Do you guys think it's important to have a character demo like that that's produced? I'm not much for the production end of things. Although I've never really tried it either, suppose it couldn't hurt to take a few thousand stabs at it.
But is it even worth it to construct a demo with a bunch of character voices if it's dry? Might that lead me to the holy grail that IS video games?
And yes, Frank, the market today does seem to be terribly voiced in a lot of instances, and also sometimes poorly edited which irks me to no end. When characters say something and then just sit there with the "camera" on them for a long time not doing a thing.
All the more reason to break in and set 'em straight (No one on here, though...obviously you're all consummate professionals).
I'd love to hear more demos that people've been using to snag those gaming gigs!
AA
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Deby Cedars Talent and/or Voice Producer

Joined: 23 Jan 2006 Posts: 1482
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Posted: Fri Jan 18, 2008, 06:46 (GMT) Post subject: |
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| Aaron, I personally think you should put some of the narrative experience that is on your resume onto a narrative demo. I listened to your commercial demo and I still have no idea what you sound like.
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Aaron Phillips Talent and/or Voice Producer

Joined: 15 Dec 2007 Posts: 57
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Posted: Fri Jan 18, 2008, 06:59 (GMT) Post subject: |
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Deb,
Unfortunately, all my narrative experience thus far was done in South Korea and it's been impossible to get copy from them. Would it be worth it to just do a few narrative reads on my own and put them up as demos?
AA
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Deby Cedars Talent and/or Voice Producer

Joined: 23 Jan 2006 Posts: 1482
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Posted: Fri Jan 18, 2008, 22:07 (GMT) Post subject: |
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Yes Aaron,
People need to hear what you've done. What you've already been hired for. I don't know what the scripts are like, but you need something that sounds real.
That tums spot on your demo is what really stands out to me. It's strange because the production sound is not too tin like, you have confidence and strength in the read, and I can understand every word.
The problem is I know it's not real. It's a national spot and that accent is as phony as Paris Hilton's spray on tan. I strongly feel that you need to find that same strength and confidence in your own character....before you move on to others.
On your resume you have that you can do parodies of characters. Unless you can write or hire or steal funny script material AND want to do stand up.... I highly suggest you not try to parody characters.
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Aaron Phillips Talent and/or Voice Producer

Joined: 15 Dec 2007 Posts: 57
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Posted: Sat Jan 19, 2008, 01:13 (GMT) Post subject: |
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Thanks Deb,
Lots of good recommendations in there. I'll work on trying to put together some narrative stuff that doesn't sound too phony. See what I come up with. I haven't done much in the way of educating myself in the ways of animation voice over yet because I don't have the funds. I've heard from a variety of people that commercials are often sort of the day job of folks that really want to do animation for a living. Right now I'm working on getting enough steady stuff put together that I can make it a day job. I do realize it'll be a while most likely, but I'm excited about it, more and more every day!
AA
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