What does a voice over artist do all day? Part 7.

Another week has absolutely flown by, but I've managed to get stuck in to a few things aside from just talking into a microphone.

I mentioned in a previous blog how I got involved with Polyspice Games, an indie game developer. There's always lots of things going on there, some I'm involved with, some not, but recently a few of the team started to dip their toes into podcasting. It's a game recommendation podcast with 4 or 5 people chatting through a recent release and often going off on extreme tangents. This is where I come in...

With voice over, of course, there's a certain amount of editing and processing of audio files. That's why I was brought on board for the podcast. My job is to chop the content down into a digestible, accessible 20 minute episode (keeping in mind the target audience and what they will and won't enjoy); improve the sound quality and give honest feedback (it was thoroughly enjoyable by the way, link to follow!).

After that I was tasked with writing a piece of music for the intro and outro. Given that the podcast is aimed at "tired gaming dads" I took my inspiration from the sounds of games from the 1980s. Think upbeat blips, boops and beeps. Again, I'll hopefully be able to add that here in the future BECAUSE IT'S VERY EXCELLENT.

The neck of a bass guitar waiting to be played

Photo by Samuel Ramos on Unsplash.

I like to start coming up with a tune on my tatty old bass guitar before transposing it to my tatty old keyboard. Which is probably a bit silly as quite often the bass line turns into the lead line and then I have to come up with a new bass line. Maybe I need to look into that process and iron out the inefficiencies.

To me, it's nice to have side arms to the voice over business. They let me tickle my creative urges (as if I don't do that enough already) and work on other types of project I might not otherwise have seen. Some doors open others and all that stuff.

But, of course, there was voice over work too.

I had a couple of narration pieces for a previous client. They're starting to target the European market and so needed a couple of updated versions of previous scripts. Fortunately, I didn't have to learn any new languages and we wrapped those up quite quickly.

Probably the most fun I've had this week was a job for a new game. Not a video game, but one of those family type games that you all sit around and get annoyed at and end up not talking to each other, like the great Whiskin family fallout of Christmas '98. I'm not quite sure when the voice over occurs in the game but it's always nice to work myself up into a stupor and shout and make silly noises for a while. I had to be frustrated, irritated and angry. The clip below is an out-take from the session in which I sound like a stressed cow. Or donkey.

I can't tell you how happy it makes me that after all these years of making stupid noises for no reason whatsoever, I finally have purpose!

Another huge part of voice work, is auditioning - either direct from potential clients or through job sites. I enjoy auditions, it lets me flex my vocal folds (that's the new way of saying vocal chords, apparently) and again, see other projects I might not usually see. Whether I get the job or not, it's fascinating to see the wide range of work out there. Grunting sounds for combat games, narrations about blood pressure monitors and instructions for a new banking app, are just a few I've seen this week.

The biggest thing that happened this week though? Got my car battery replaced didn't I. The man at the garage told me off and said I need to take my car out more regularly. Ooops.

Go back to "What does a voice over artist do all day? Part 6."

Skip forward to "What does a voice over artist do all day? Part 8."

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