By Patrick
Dowling
Gamasutra
August 28, 1998
Vol. 2: Issue
34

originally published
May, 1998
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Even though recording may be one of the more
time-consuming steps, it's usually best left until late in the localization
schedule. The reason for this is simple: you want to do all your recording
at once. Studio time isn't cheap, and the last thing you want is to have
to go back and re-record a voice-over because the testers have found that
several important clues are missing, or worse, misleading. Check the script,
check it again, and before you check it, make sure you check it.
You really do want to use local talent for voiceovers; using someone who
lives nearby and happened to live abroad for a few years might save you the
cost of recording overseas, but it will cost you the game's atmosphere. Using
a recognized personality as a voice-over actor can boost sales in your home
country -- why not do the same abroad? You may not be able to have Harrison
Ford record the German voiceovers -- or the original for that matter -- but
you can have the next best thing: his voice. How? Almost all famous actors
have one actor who does all foreign-language synchronization for all their
movies. In the eyes -- I mean ears -- of the foreign audience, that is the
actor's voice. And while they may be more expensive than the normal voice
talent, they are still cheaper than trying to hire the original. Imagine
having your main character speak in the voice of Brad Pitt, and your heroine
sound like Whoopi Goldberg. At the very least, it gives your marketing people
something to brag about, the magazines something to write about, and may
well give your game some additional publicity.
The basic rules apply here as well: keep the raw materials. Most audio and
video software these days lets you put different elements onto different
tracks in much the same way that you can layer images in paint programs.
You also should have decided in advance who will be doing the editing. While
your in-house audio whiz may have the time to edit the entire script, he
does have a slight handicap: he (probably) can't understand what it is that
he's editing. If you have the script prepared correctly in advance, most
studios with some experience in the business will actually record right into
the correct files. They'll even add the required sound effects and supply
you with a complete set of files that you can use to replace the original
files.
With a complete script, you might not even need someone in the studio who
knows the game. I would still recommend it, however, to make sure that text
is emphasized correctly and doesn't seem out of place, and that the pronunciation
is correct.
Finally, don't forget to state the format requirements in advance. High-quality
betacam tapes might be great, but if they're in NTSC format, someone in Europe
who only has PAL playback won't see much color, if they can actually see
anything at all. Format requirements represent only minor hurdles these days,
but people experienced in directly dubbing AVI or QuickTime are still few
and far between. And trying to organize an overnight videotape conversion
isn't something anyone wants to do twice...
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