Archive for the ‘Characters’ category

You do me, and I’ll do you

April 13, 2009

We did an interesting exercise last week in my Friday afternoon workshop.

During our first meeting five weeks ago, we were each secretly assigned another participant to “shadow.” For our fifth session, we were to bring a script perfectly suited to the person we have been observing, and perform that script in the booth as we thought that person would — using the qualities we’ve noted in that individual’s vocal and acting style.

My challenge was both easy and remarkably difficult. Easy, in that I’ve shared several other classes with the person I shadowed, and was more familiar with his work going into this exercise than I was with any of the actors in the group. Difficult, not only in that this person’s style is in many respects antithetical to my own, but also in that I like the guy — I was afraid I’d do a lousy job of imitating him, and he’d never speak to me again.

Fortunately for me, however, I’d had a fair amount of practice.

Since my challenging experience in narration class back at the beginning of this year, I’ve been grasping at every hook I can find to help me master what is, for me, a consistently frustrating aspect of VO. Because my natural vocal quality is energetic and expressive, it’s tough for me to dial down to the lower-intensity, more understated tone necessary for effective narration. Watching tons of TV documentaries has helped some, as has my growing appreciation for “vocal colors.” (When I narrate, I have to think “blue”cool, get it?)

As it happens, the actor I’ve been observing for workshop has one of the “bluest” voices I know. A couple of months ago, I discovered that modeling his thoughtful, measured, laid-back delivery helped me find my narrative voice. So, even before this exercise, I’d been imitating him for some time in my daily workouts.

I chose a piece of narration copy for the exercise. And what do you know — the read that came out of my “impression” might have been the best work I’ve done in weeks.

After class, I had a chance to catch up with my unsuspecting “model” and let him know how much practicing his delivery has helped me grow as a narrator. I think he was more than a little stunned. This was also my opportunity to let him know how much development I’ve noticed in his work over the almost-year that we’ve been in classes and workshops together. He really has come a long way from the first time I heard him read.

The person who has been shadowing me chose an animation character script for her exercise. She’s mentioned to me on prior occasions that she thinks animation might be my niche, so when I learned that I had been her observation subject, I wasn’t surprised by her selection. It was hilarious to hear my boisterous delivery rumbling out in her angelic, childlike voice, but she made it work — I knew immediately upon listening to her read that I was the one she was imitating.

What did surprise me was the evaluation my observer gave after a month of monitoring my voice. She described my vocal quality using words like “emotional,” “sensitive,” and “vulnerable” — characteristics that I would never in a million years have associated with myself. (Even more surprising was Samantha‘s follow-up comment: “That’s exactly how I hear you, too.”)

I’ve always envisioned myself as the aloof, detached, intellectual type. But I guess I don’t sound that way to others.

I hope that’s a good thing.

Next week, I’ll get my chance to perform the animation script my observer chose for me. I’ll try to do it justice.

I’ll also be interested to see how the person I’ve been shadowing presents the copy I selected for him. I suspect that he’ll give it a better read than I did. Which, I guess, is kind of the point.

Game on!

March 23, 2009

Last weekend, I participated in a two-day workshop on voicing video games.

Now, you have to understand — when I was actively playing video games, they rarely included voices. I’m from the era of Asteroids, Space Invaders, and Donkey Kong here. The most sophisticated item in the arcade back then was Dragon’s Lair. (You young whippersnappers can pop over to Wikipedia to see what I’m talking about. And get off my lawn.)

As the dad of a college-age daughter, over the years I’ve played my share of Super Mario World and Aladdin on the old Super Nintendo. More recently, I’ve become familiar with such phenomena as Wii Sports, Major League Baseball 2K8, and even Guitar Hero. (I can’t play the latter to save my life, mind you, but at least I’ve seen it done.)

But confront me with something like, say, World of Warcraft or Grand Theft Auto, and I’m mystified.

For that reason, I enjoyed getting a feel for what’s new and exciting in the realm of video game voice acting. And, from a practical standpoint for a voice actor living here in the Bay Area, where numerous video game companies are based, it’s important career-wise, too.

Fortunately, I wasn’t (as I feared I might be) the only video game tyro in the workshop. Only three or four of our baker’s dozen considered themselves hardcore gamers. Judging by the comments and questions during the weekend, several other students’ backgrounds in the gaming arena fell short of even my paltry experience.

Our director, the voiceover coordinator for Household Name Electronics Corporation™, a sprightly personality in town for the Game Developers Conference this week, remained patient with (what must have seemed to an expert) our tediously lame inquiries. She provided us with detailed background on the industry, and walked us through the steps of game development, both in general terms and with specific focus on the voiceover piece of what sounds like an enormously complicated process.

I spent the majority of my time in the booth playing the antihero of one of the more popular video game series, and loving every second of it. I’ve not yet ceased to be amazed at the myriad voices that boil out of my inner psyche on command — I’d have never supposed that character work would be a strength for me, but I always seem to come up with something interesting and appropriate when given a character to create. I was even more surprised when we watched the actual game in play, to hear how closely my interpretation matched that of the actor who actually voices the role. (He’s better at it, of course. But give me a few more months of practice, and I’ll be nipping at his gladiator-sandaled heels.)

Almost as much fun as bellowing into the microphone was listening to the other actors in the workshop exercising their craft. It’s fascinating how several people can dissect the same few lines of copy and each take the character in different directions. I always wish that I had more imagination in that regard. I tend to be frustratingly literal still. I’m coaxing myself to “play” more. I think I managed that more effectively this weekend that I have on other occasions.

One of the unique aspects of game VO is the creation of incidental sounds — the grunts, howls, squeaks, and barks that spill forth every time a character exerts effort on-screen. Because the particular game we were practicing with is a hack-and-slash actioner, we made up a diverse range of death and injury vocalizations. I now feel confident that I can lose a limb, have my teeth yanked out with pliers, or get my throat slit with the best of them — on mic, anyway. (Kids, do not try this at home. Leave the throes of death to trained professionals.)

After this workshop and the one earlier this month that also included a game-character exercise, games have leaped near the top of the list of projects I’d like to voice. I dig the excitement and challenge.

If you’re a interactive producer looking for a blood-enraged warrior, I’m your huckleberry.