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Video Games Demos

 
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Deirdre
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PostPosted: Wed Jun 12, 2013 2:29 pm    Post subject: Video Games Demos Reply with quote

I was just looking at the post Lance Blair made in the Critique section, asking for some feedback about some game voices he'd "strapped together". {I'm not rendering a critique because some of those voices were from projects Lance and I worked on, and frankly, I think everything he does is awesome.}

I recently asked a couple of my favorite directors what they wanted to hear in a video game demo:

Mike Csurics said this:
Quote:
Because of the work I've done I tend to prefer demos with little to no FX/underscoring if possible. I also like'natural voice' demos and usually wind up going off of peoples audio-book reels or voiced bit part clips in procedural TV shows on youtube because almost everybody thinks that a character reel is the only demo they need.

But really, everybody is different. Here are some pretty universal constants though:

    Put your best work in the first four seconds because that's about as long as I (and most others) give demos
    No more than 30 seconds
    In a character reel if I hear the same character/voice more than once. it makes me feel like you don't have much range
    I don't need to hear every line your character has ever spoken. 3-5 seconds each will do fine
    Please don't mash all your voices to try and get as much in to your 30 seconds as possible. It just becomes one annoying din.
    Less is more especially when the less is great
    Please have separate natural/dramatic demo that cycles through your emotional range.
    Combat and drama? Don't overdo it. Do it just right.



And Chris Borders had this to say:

Quote:
Typically the ones that stand out the most tend to be short, and have a great deal of diversity (many accents, pitches, and styles of acting… as long as they are all well done). Now days, I don’t get to do as many cartoony type games, so I tend to look for actors that can pull back from a character voice, and play it more realistic. Regardless, it’s always good to have a separate demo for all different types of work (commercial, animation, interactive, etc).


I hear WAY too many horrid game demos, badly directed (if directed at all) with the sound designed by people who no business attempting game sound design. A bad game demo is worse than no game demo at all. If your "interactive" demo is revolting, I won't be likely to consider asking you for an audition, even if you have a splendid audio book or narration demo. A bad games demo shouts to me that you don't "get it".

And while Mike said he doesn't want to hear much FX or music, I know he means he just doesn't want to hear the "production".

I've decided to quit complaining, so my sound designer pals at Fastestmanintheworld Media and I are producing game demos.
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Last edited by Deirdre on Wed Jun 12, 2013 10:29 pm; edited 2 times in total
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Yonie
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PostPosted: Wed Jun 12, 2013 3:29 pm    Post subject: Reply with quote

Thanks very much, Deebs! Very good things to think about.
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Bruce
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PostPosted: Wed Jun 12, 2013 3:31 pm    Post subject: Reply with quote

I also gather it depends on who you're offering a demo to. Some companies specialize in big, loud monsters and heroes, but so many other game developers these days seem to want realistic (maybe "Television show" realistic is a good description?) actors, not cartoon voices.

Ach, what's a gargoyle to do? Multiple game demos I guess.

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Yonie
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PostPosted: Wed Jun 12, 2013 3:41 pm    Post subject: Reply with quote

Don't you think that animated demo with broad characters would work?
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Shiromi
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Joined: 24 Nov 2012
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PostPosted: Wed Jun 12, 2013 3:54 pm    Post subject: Reply with quote

Wow. Some great info. Thanks! Interesting to note that they want natural voices with little to no effects, but I guess with gaming tending towards the naturalistic, it makes sense.
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Deirdre
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PostPosted: Wed Jun 12, 2013 10:31 pm    Post subject: Reply with quote

@Bruce— It certainly makes sense to include a monster in any game demo!
If you're doing 5-6 voices/sounds in 30 seconds, you can get a monster in there.
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Philip Banks
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PostPosted: Thu Jun 13, 2013 12:53 am    Post subject: Reply with quote

On a video game demo? Don't really know but I suspect the real answer is "Someone who is able to act ...NO, really ACT ..Actually ACT"

If you met a producer for a coffee could you show him how well you are able to act WITHOUT making him cringe?
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Deirdre
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PostPosted: Thu Jun 13, 2013 6:43 am    Post subject: Reply with quote

Yeah, inciting a cringe is a real deal-breaker.
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ccpetersen
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PostPosted: Thu Jun 13, 2013 10:00 am    Post subject: Reply with quote

I don't know why, but for some reason I'm reminded of the diner scene from "When Harry Met Sally" -- could you do that scene without making the producer cringe?
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Deirdre
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PostPosted: Fri Jun 14, 2013 9:50 am    Post subject: Reply with quote

Not in a games demo. Kiss
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cyclometh
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PostPosted: Fri Jun 14, 2013 9:51 am    Post subject: Reply with quote

We'll be having a chat soonish, DB. Wink
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ccpetersen
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PostPosted: Fri Jun 14, 2013 12:05 pm    Post subject: Reply with quote

Deebs, true that scene wouldn't work in a games demo. I was thinking more the principle behind giving it your all and making it believable.
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KaraEdwards
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PostPosted: Thu Jun 27, 2013 6:31 pm    Post subject: Reply with quote

Timely info!! Thanks!! I'm in the process of updating current demos and adding my first ever game demo to the stack...

Deirdre...you may be hearing from me soon!
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