Game character dialogue, barks, combat efforts and cinematics, recorded and localised at scale.
Contact us now to discover how our voiceover services can elevate your next project to new heights.
Get StartedGames are the largest voice projects in existence. A mid-size title runs to tens of thousands of lines across dozens of characters, and every line needs correct naming, correct metadata and correct routing into the engine. The recording is only part of the work. The pipeline is the rest.
Games also demand performance types no other format uses. Combat efforts, exertions, pain and death sounds are physically taxing and are recorded in dedicated sessions with a director managing vocal health across the day.
A game project fails on file management far more often than on performance. We work to your naming convention from the start, deliver against your line ID list, and return a manifest that maps every delivered file to its line ID so integration is mechanical rather than manual.
Shipping in twelve languages means twelve times the lines, twelve casting processes and twelve QA passes. We manage this as a single programme with consistent character casting philosophy across markets, so the villain sounds like a villain in every language, and we handle text expansion where lines are constrained by UI or timing.
Every delivered line is checked against script for accuracy, against the character record for consistency, and technically for noise, clipping and mouth sounds. On projects of this size QA is not a final step, it runs alongside recording so problems are caught in the same week rather than at integration.
Send the character breakdown and line count for a scoped fixed quote.