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Interview with Aysha Selim, voice of a major character in Mandragora!

Hi everyone!

[h3]Time for another exciting interview![/h3]

This time, we sat down with the incredible Aysha Selim and asked her questions submitted by you over on our Discord server. Thank you to everyone who sent in their questions! We really love hearing from you.

We also hope you enjoyed our previous interviews with our Narrative Lead Brian Mitsoda and our Composer Christos Antoniou. Be sure to check those out too if you haven’t already!

Without any further do, onto the interview we go!


📸: Tarek Aziz

Hi, Aysha! Thank you for taking the time to sit down and chat with us.

Discord community member “dropko” had quite a few great questions about your career:
How did you break into doing voiceover for video games? Was it intentional or by chance?

Aysha: Actually, it was by chance. I’ve been working in the sound/dubbing business since 1997. First, as Disney Character Voices International’s Creative and Operation Manager for the Arabic dubs until 2006, then as co-partner in the localization Company Masreya Media from 2007-2017 as Head of the Dubbing Department. In 2016, in my job capacity we had been requested by a client to cast the role of Ana. It had to be a mature voice with good English (no British or American accent) and whose mother tongue is Egyptian Arabic. We did send the client voice samples, which they didn’t like that much, so a colleague at the office suggested I tryout. So I did it from the couch of my home on the phone :) Surprise… surprise, I was approved the following day. From there, I ventured into the voice acting world. By 2017, as planned prior to voice acting, I limited my work at Masreya Media to Dubbing consultancy.

How important is collaboration with the game directors, developers and designers in creating the right voice?

Aysha: Extremely important. During recordings, there is the director and the writer and also a sound director for all the screams and other sounds. Together they guide the performer. It’s not like working on a movie or series script, where there is a dramatic line that you can read beforehand. The lines might seem just random, so a performer would need context and to stay consistent with the voice.

Do you believe your acting should affect in any way the characters' design or do you prefer something fully laid out?

Aysha: When it comes to Art, there is no “fully laid out”. There is always room to bring something of you to the character, as long as it is in line with the initial character’s design.



“truthell” asked: Do you have access to images or videos of your character before and during your voiceover?

Aysha: Mainly images. Anything available at the time of the recording is being shared with me.

And “J-dudd” wanted to know: Are there any specific voice performances you are taking inspiration from?

Aysha: One should be able to take inspiration from everything. It could be the performance or the actual recording experience.

“dropko” wanted to get your thoughts on a hot topic: Many "movie stars" very often voice over for animated movies and some even do for video games as well. As a voice actor, how do you feel about this?

Aysha: It’s always great for animated movies from a business perspective, but sometimes it poses a lot of difficulties due to movie stars’ schedules, especially with sequels. However, for video games, I feel it’s more of a mystery to have the characters voiced by non-movie stars in order not to have the image of the movie star in mind when hearing the voice. Voices are very powerful in themselves when you don’t have an image.

And “Sand Wraith” had another topical question: How do you think AI based speech synthesis will affect the career of upcoming voice actors in the next 5 years?

Aysha: It will definitely have an effect, but not for major roles or deep performances. No matter how advanced AI is, it cannot replace the soul of a human being performing.



“dropko” wanted to know: You started big with hugely popular games like Overwatch and Heroes of the Storm. Did it change your opinion on the role and importance of voicing a video game character?

Aysha: Absolutely not. All big names started somewhere and working with a new company has the advantage of being part of the team. I saw Mandragora growing from scratch and it feels like watching a baby grow and it’s thrilling to be part of that journey.
Before Overwatch, I had no idea about how huge video games are. Now, I can see how it is a world of its own and how the characters do inspire people.

“Screwdriver” was curious about the following: What, in the Mandragora Universe, prompted you to participate in its dubbing? What were the differences with your previous works for Overwatch?

Aysha: Overwatch was an already established game, so of course Blizzard. I jumped aboard. With Mandragora there was something fresh. The team that contacted me was very genuine and so passionate about what they do. Passion is contagious and I was hooked. It helped of course that the prelim images and music were perfect! and in my mind I thought “this is going to be BIG” and I want to be part of it.

Finally, to close this interview off, “dropko” also had a question about your work on Mandragora: Can you tell us a bit about your character in Mandragora and what challenges you are finding in voicing her?

Aysha: I just had my first recording session. The first challenge was finding the right voice. The voice had to be non-Ana, yet it had to be MY voice. The second challenge was understanding the character. It’s a very mysterious character, which will allow me a lot of exploration. I fell in love with her immediately and had loads of fun voicing her.

And that’s a wrap!

We really hope you enjoyed this interview with incredible voice talent Aysha Selim.
Special thanks again to everyone who submitted a question!

We look forward to hearing your thoughts right here in the comments or over on our Discord!

If you’d like to further support us and our game, please tell a friend about Mandragora and give us a follow on social media!

Until next time! 👋



[h3]Attending Gamescom? Don’t forget to check out Mandragora![/h3]

If you’ll be attending Gamescom (August 23-27), be sure to drop by our booth and check out Mandragora! You’ll be able to find our game and even try out a public hands-on demo at Koelnmesse’s Hall 8.1, booth C-020!

Summer Development Update

Hi friends!

Time for another development update!

We know it’s been a while since we last gave you a more in-depth look at how development is going on Mandragora, so we really hope you enjoy today’s post highlighting some of the cool stuff we’ve been working on!

As we know you’ve loved getting peeks at some of the various areas you’ll be able to explore in Mandragora, so here’s a special look at one we’ve been working on recently and are particularly proud of - the Cog Room!

The huge fiery furnace found here is continually fed with coal by a large pack of zombie servants, all of whom are controlled by a huge humanoid monstrosity. Not exactly a great vacation destination!

What begins as a rough draft…

…is turned into a fully realized 3D area to explore and battle in!

And obviously, when you enter a spooky area like that full of vicious enemies, you’ll need to make sure you’re prepared for a fight.

Things like sturdy armor and heavy swords can all come in really handy - just as your skills do! Active Skills will be easily managed on this screen:



Here you can modify your 2 active skill sets, each of which contains 3 skills. In the bottom left, you get extra info on exactly what that particular skill offers you (like being able to engulf your sword in flames, for example!) while the bottom right shows the upgrades for that skill.

We really hope you’ll enjoy picking and choosing from the many available active skills to create your ideal build!

But of course, game mechanics are only made cooler when they’re accompanied by an interesting narrative, and that’s another thing we’re very hard at work on!

Together with our Narrative Lead Brian Mitsoda, we are also putting together a pretty intense intro cinematic that will kick off your adventures in Faelduum.

Here’s a special work-in-progress sneak peek of the cinematic that we hope sparks your imagination and gets you guessing as to what will be going on here!



[h3]We hope you enjoyed this update![/h3]

As always, if you have any questions or comments, you can let us know right here in the comments or over on our Discord.

And if you want to support Mandragora, please hit the wishlist and follow buttons and find us on social media at @MandragoraGame on Twitter, Youtube, and Instagram!

Mandragora will be at Gamescom 2023!

Hi everyone!

We're incredibly pleased to announce that we will be attending Gamescom this year as part of the entertainment area for the very first time!



This is a huge milestone for us and we'll have our very own booth and demo so we’re very excited that Mandragora will be out there on the show floor this August alongside so many other awesome titles.

If you're visiting the show this year you’ll be able to find Mandragora and try out our first ever public hands-on demo at Koelnmesse’s Hall 8.1, booth C-020 between 23-27th August!

A Q&A with Christos Antoniou, Mandragora composer

Hi everyone!

It's interview time again! That's right - we recently sat down with our amazing composer, Christos Antoniou, and asked him questions about everything from his career to his approach to Mandragora’s soundtrack.

And because we loved your positive response to the interview we conducted with our Narrative Lead, Brian Mitsoda, we wanted to turn things up a notch this time round.

That’s why this time, these interview questions came straight from our awesome Discord community! 🤘 We wanted to make sure that you, our incredible supporters, got to have your say and get answers to some of your most burning musical questions!

So without further ado, let’s jump right into it!



Hi, Christos! Thanks again for agreeing to this interview.

To kick us off, Discord community member “dropko” had plenty of great questions for you:
[h3]What led you to become a music composer?[/h3]
Christos: Actually, I was a latecomer in music; just imagine, I started to learn the notes when I was 17. When I was 13, I bought a guitar and started to play some songs. In parallel with that I started to have an interest in heavy rock and classical music. I always admired how Bach, Mozart and Beethoven created such unique music. But the work that made me become a composer was “The Rite of Spring” by Igor Stravinsky. I was shocked like everybody else listening to this masterpiece - a revolution in music from every aspect.

[h3]How much do you take from game designers, sketches, art work, game mockups, to influence the music?[/h3]
Christos: I try to get as much info as I can in order to research form, atmosphere and style. My research will cover various genres of music in order to collect the necessary material that will help me to create the appropriate atmosphere of the piece.

[h3]How easy is it to create a cohesive soundtrack when games go all over the place in locations and settings?[/h3]
Christos: So far it has helped me a lot because I have freedom and I don’t have to follow a scene (like in films for example) but due to the large number of bosses I might face some difficulties later on. But that’s the challenge in music - always searching for the right path to follow. The journey is tough, and sometimes your inspiration does not lead you to anything, but a composer always needs to reboot their brain because you have to meet strict deadlines.



“_zso2” wanted to know:
[h3]Are there any non-musical elements you like to use in your music? For example industrial samples, animal sounds or any other sounds.[/h3]
Christos: Yes, for sure. I use many “sound design” materials that will be effective. I have 2 Cane Corso dogs and I have already recorded their growls, and one of my assistants, a percussion player, under my guidance has recorded woods from his furniture in order to emphasize the wooden appearance of a boss. I am always searching for elements that can suit my needs.

“distractiondance3.0” asked:
[h3]What is your favorite genre of music to compose?[/h3]
Christos: Many genres can intrigue me and are pleasant for me. Rock, Concert Music, Soundtracks, Video Games. Of course I can’t say that I am a fan of Pop music but if I have to compose a pop song, I will try to conquer it.

“J-dudd” had this to ask:
[h3]Who is your favorite composer? Both in regards to gaming as well as outside that scope.[/h3]
Christos: My favorite composer is Igor Stravinsky but I have many others like Hans Zimmer, Eliot Goldenthal and bands like Celtic Frost, Metallica, Death, and Morbid Angel that have defined my choices and vocabulary in music.



“Sand Wraith” was curious to know more about your process:
[h3]How do you come up with a core melody?[/h3]
Christos: Inspiration can come from everywhere. While I am outside, or playing the piano, or studying. You have to let your inspiration flow and then filter the ideas that you can develop with no limitations. The development also is challenging because the majority of times I will go back again and again to transform the melody into the personally ideal shape.

“Screwdriver” had a question about how Mandragora compares:
[h3]How is it different to work as composer for a game versus musician/singer for a band like in Septicflesh?[/h3]
Christos: Very different. Septicflesh is teamwork, while for Mandragora although I have assistants, I have to compose a full OST from zero. It is more demanding and more difficult for sure. Also, I have “freedom” to move as I want and that sometimes is on hold on a Septicflesh song. For example I can develop a melody, expand or compress the form on Mandragora whereas on a song from SF I have to be less “flexible”.



Finally, we had one last request for Christos, as we wanted to share something especially exciting with you: a sneak peek of the Mandragora soundtrack!

We really hope you enjoy this short snippet of the the Mandragora menu track demo:
https://christosantoniou.bandcamp.com/track/mandragora-ost-main-menu-midi-mockup-preview

…And that’s a wrap!

Thank you so much for checking out this latest interview, we hope you enjoyed it!

Special thanks to everyone who submitted a question on our Discord! It was awesome to see all your creative and curious questions.

[h3]And we’re delighted to now announce: our next written interview will be with the inimitable Aysha Selim![/h3]

So if you have any questions for this incredible voice talent (who will be voicing a major character in Mandragora!) please submit them over on our Discord server by July 17! 🙌 You can join the Discord, by clicking here!

Winter Development Update

Hi everyone!

We can hardly believe it’s been over 5 months since the end of the Kickstarter campaign. The whole team is busier than ever!

We’re really excited to be able to bring you more news about things that have been going on behind the scenes since our last update.

Kickstarter backers can check out even more info over in the latest Kickstarter update, but here’s a little sneak peek that everyone can enjoy!

[h3]Development Update[/h3]

We’ve been working hard to build up and flesh out further levels in the game, as there will be plenty more areas for you to explore than just the castle corridors and library that you’ve seen before!

In an early portion of the game, as you make your way to Braer Castle (home to the nefarious vampire lord and his minions), you may find yourself stumbling upon a group of bandits who are intent on destroying a camp. They’re not going to go down without a fight, so it’ll be up to you to stop them from plundering and burning down any more tents!



In the above screenshot, you can not only see some combat against those pesky bandits, but you can also get a glimpse of the look of one of the new environments we’re working on. We hope you’re looking forward to seeing more spooky, atmospheric places like this!

We’re also working on even more enemies!

You may have seen quite a bit of the castle so far, but there are still more areas within it that are still being worked on. An example of this is the creepy dungeon lurking below the stone walls of the castle, home to a necromancing boss who prefers their minions to be of the living dead variety. Here’s some spooky concept art of one of those minions – a skeletal bowman:



We hope you enjoy facing off against this fearsome foe!

[h3]Future Interviews[/h3]

It was also great to see how so many of you liked our interview with our Narrative Lead, Brian Mitsoda.

We, of course, want to keep content coming that genuinely interests you, so if you have any suggestions for future interviews, like specific topics and aspects of game development that you’d like to read more about, please let us know in the comments and we’ll do our best to make it happen!

[h3]And that’s a wrap for today’s post![/h3]

If you have any questions or suggestions for things you’d like to see in the next update, please let us know in the comments or over on our Discord.

You can also further support us by telling a friend about Mandragora and following us on our social media pages if you haven’t already!

Thank you, and see you next time! 👋