Last week, I visited Alba and Noah at their home studio in Queens to record some vocals for Where Shadows Slumber. (If you have no idea who I’m talking about, read the intro blog they wrote last year right here) They’ve been working hard on the game’s audio since we brought them onto the project in September. There’s just one hangup, though – Obe’s voice, as well as the voices for the game’s other characters, are not in the game yet.
Voices are tough to fake using synthesized instruments. You need to capture the performance of an actor who understands the emotions of the scene before them, especially when you’re scoring animated cutscenes. Fortunately, since I’m the one who made the game’s cutscenes, I know exactly what weird noises Obe is supposed to be making! I also love acting and have been involved in theatre since grammar school. I can’t say I’ve done a lot of voice work though, so this was a new experience.
How do you record voices, anyway? Well, I made the trek out to Queens to visit Alba and Noah at their apartment to see their setup. They set me up with a microphone stand and a pop filter, with a few sound shields to block out unnecessary noise from the refrigerator. From where I was standing, I could see the cutscene video as we recorded. My goal was to match the visuals on the screen with the noises from my mouth.
On the software side of things, we recorded in ProTools for a bit until it kept crashing during sessions. Noah and Alba eventually decided to just record everything in Logic since they were going to edit the final sound in Logic anyway. It worked out great!
Here’s a better shot of the microphone stand, pop filter, and sound dampener:
I recorded voices for Obe, the forest guardians, and a few bit characters that are only in one cutscene. Noah showed us a crazy sound synthesizer that takes your voice in and spits out animal sounds, like a growling dog or a roaring lion. That was good, because my impression of a lion sounds nothing like a lion!
We even received aid from the innocent creatures of the forest, as we danced in harmony together:
The funniest part of the day was when Noah and I teamed up to record chatter sounds for the prison guards, who are chasing Obe from a distance. The game has no recognizable English words – or words in any language, for that matter – to make sure it’s easy to localize in China. (Their government is very strict about the influence of “outside” languages.) So we invented our own nonsense language and shouted like idiots for a few seconds before cracking up!
I’m sure that will sound better in post. LOL!
Here’s a transcript, for those interested in the deep lore of Where Shadows Slumber:
GUARD 1: era adbabalao at babt!!!
GUARD 2: ebbebe ebebebe ebe ebe beyhehehe!!!
GUARD 1: arbababaldlalao ehehr ehe!!!
GUARD 1 and GUARD 2: aanndna hehee!!!!
GUARD 1: wod! wod! wod! ow dow dowmee ndenebedo!!
Shakespeare must weep from the great beyond, mystified that he could never attain such beautiful prose.
Thoughts About Voice-Over Work
Voice acting took a lot out of me. It’s really hard! We were focusing on the cutscenes during this session, and I was determined to do them all in one take. Essentially, for each character in the scene, I recorded their voices from the beginning of the cutscene to the end. That means doing about 90 seconds of voiceover per person per cutscene, and we did multiple takes. Additionally, we would skip around and redo certain segments (a gasp, a scream, a laugh) to make sure they came out right. Between trying to keep up with the video and trying to change my voice to match the character, I don’t know what the most difficult part of this was. All I know is that I have a newfound respect for voice actors!
Now that I think about it, screaming was probably the most challenging thing to get right, because it’s so easy for screams to sound campy. For that reason, it’s a little embarrassing to shout at the top of your lungs in front of other people. It also just really hurts your vocal cords! We should have saved that for the end, so I’ll remember that next time.
Actually wait – the hardest thing was when we recorded breathing because I almost passed out! We wanted to get some audio of Obe breathing as he’s running quickly. This would go in the game’s Levels, not in a cutscene. For some reason when you record yourself breathing it becomes really difficult to actually breathe… I got a little lightheaded as we recorded his idle breathing, running breathing, and struggling breathing. Something about keeping a steady rhythm messed up my actual breathing and I had to take a few breaks. Maybe I’m just terribly out of shape?
As you might have guessed, it’s all very challenging! I encourage you to find your favorite voice actor on Twitter or something and send them an encouraging message for all their hard work.
Support PHÖZ Online!
I really appreciated the opportunity to go out to Queens and hang out with these guys for a day. It was a much-needed distraction from my usual routine (wake up, stare at a computer for 12 hours, sleep). Voice acting is an exhausting endeavor, but it was exhausting in a different way than what I am used to, so I had fun!
You should support their work online by going to www.phozland.com and signing up for all of their various social media accounts (Facebook, Twitter). Also, please listen to the selected songs on their website that come straight from the game! They sound so beautiful in isolation, and you’ll gain a new appreciation for all of the hard work they’ve done so far.
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We hope you enjoyed this update about the game’s audio. Have a question about sound that wasn’t mentioned here? We’ll forward it along to Alba and Noah! You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebook, itch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.
Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.