I kissed a video game, and I liked it.
For the past several weeks, I’ve been eagerly anticipating Pat Fraley‘s Game World event in San Francisco. Three reasons: (1) I had a blast working with Pat during a previous event; (2) Pat’s guest coach was Darragh O’Farrell of LucasArts, about whose directing I’ve heard excellent reports; and (3) I’ve taken a few classes on interactive game voice acting in recent months, and I’ve yearned for the opportunity to test-drive my new chops.
Yesterday, the big moment rolled around, so off I trekked — jumbo coffee in hand — to the downtown studio where Pat hosts his San Francisco events.
In a word: Cowabunga. (This assumes that you accept “Cowabunga” as a word. Which, since I attended college in Malibu and have played Snoopy onstage, I most certainly do.)
As strange as it sounds from someone who thought he was getting into voiceover to do industrial narration — not to mention to a guy whose video gaming experience dates back to (and more or less ends with) Asteroids and Frogger — I really, really want to voice interactive characters. That burning yen gained fuel under the tutelage of Messrs. Fraley and O’Farrell. (I know. It sounds like an Irish joke waiting for a punch line. You’ll just have to keep waiting.)
Prior to the event, Pat sent out a thick e-file crammed with character sides, from which each student was supposed to select four options. We ended up doing two scripts each, plus participating as examples in a series of excellent technique exercises.
My first audition script was a character from a fantasy game — an avaricious thief. (Yes, a redundancy. Hang with me.) I’ve observed in previous character workshops that I have a knack for evil — or at the very least, duplicitous — roles. This one proved no exception. I felt strong about the acting approach I took, and the specific choices I made with my lines. Best of all, I knew precisely how I wanted to play each scene before I stepped behind the microphone, and when I exited the booth, I was confident that I’d executed my plan. Darragh offered a touch of crisp direction that helped pull it all together. If this were an audition, I’d like my chances.
Round two, as I’d feared, took a slightly harder turn. I’d chosen a character from the same game as my first round selection, but one diametrically opposed to the other in type. I sometimes struggle playing good guys, and I did again here. My first take at my hero was a bit too soft — Pat told me that he sounded “like he eats too much quiche.” In attempting to make the character more vigorously masculine, I cranked in too much force and volume. I knew that was the wrong choice — how often do I have to hear “less is more” before I finally get it? — and Pat promptly reeled me back to a more monochromatic delivery. I should have played the Eastwood card straight out of the box. Oh, well… next time, I’ll remember.
My demonstration exercise taught me how to yell effectively without injuring my voice. I’ll be using that technique a ton, no question. AAAAARRRRRRRGH!
As inevitably happens at a VO workshop, I met some cool new colleagues, enjoyed working alongside some of my favorite fellow actors (Aileen and Brenda, you both rocked, as usual — I’m in awe, seriously), picked up a wealth of handy technical and career-enhancement tips, and benefited from some killer coaching.
By the time 6 p.m. rolled around and Pat sent us on our merry way, my shoes weighed fifty pounds each, but my synapses sizzled with fresh information and my heart soared as though pumped full of helium. I’m itching to spend the next couple of weeks digesting and practicing everything I drank from the Fraley and O’Farrell Fountain of Wisdom. (It’s 100% alcohol-free. Honest.)
Now, I need to go mining for auditions. Need a crafty villain? I’m your huckleberry.