0672 – More Non-Verbal Sounds in Voice Acting
Get A Better Broadcast, Podcast and Voice-Over Voice - A podcast by Peter Stewart
2022.11.03 – 0672 – More Non-Verbal Sounds in Voice Acting· The performance may also require you to bring more physicality to your voice: your character may be out of breath, or I dunno, calling to someone in a tunnel. Obviously one of those will require more breath, the other more projection, perhaps with a tone of concern, so consider how your character may react with different moods and emotions as a story develops or in subsequent episodes. · Linked with this, when recording a fight scene[1] for a gaming animation, for example, consider jumping up and down in the studio before you read your lines, to give a more authentic appearance of energetic exertion. If your character is on a boat in stormy seas, swaying side to side or moving up and down from the knees (while staying on-mic!), will realistically affect your voice. · And as we saw previously, sometimes meaning comes from when you don’t speak: silence, pauses, as your character searches for a word, is embarrassed or surprised. You’re thinking of the character’s different sounds and emotions in different situations for their characterisations. All of these character considerations are important and are unlikely to be written into the script, but you will make your animation appear more ‘3D’ if, with agreement from the director, you consider building some of these into your vocal personaIt all helps specify the character and make it believable.Sound like the character, not sound like you doing the character. [1] We look at the skills involved in screaming safely, in another part of the book. Hosted on Acast. See acast.com/privacy for more information.