
It is no big secret that the Voice Over in our games is far from Hollywood production quality. This is of course unfortunate and pisses off many players who go as far as to suggest that the developers did the voice acting themselves :). Today, the Lead game designer of the Strategic Mind series Oleksandr will tell you the story of our Voice Over efforts from the Developer’s point of view, and will ask your opinion on the subject, all things considered.
Inhouse production

We do all the VO at a local studio not far from our office, which offers us a very nice bulk discount as we record A LOT. By “a lot” I mean:
- Around 150 hours for Strategic Mind: The Pacific
- Around 120 hours for Strategic Mind: Blitzkrieg
- Around 105 hours for Strategic Mind: Spectre of Communism.
[h3]Inhouse production's upsides:[/h3]
- We get to record at a top-notch studio with good acoustics, a soundproof room, and top-notch professional equipment.
- The price per hour is as low as it could possibly be
- All VO is recorded at the same location using the same tech and the same sound technician oversees it. That means that the technical quality is consistent.
- The local actors often offer us very reasonable pricing - otherwise, we would just be unable to fit that much VO into the production budget.
[h3]Inhouse production's downsides:[/h3]
- We have to work with a very limited pool of actors that we can find in our city. That is why it is often hard to find a good fit for a character, but trust me, we are doing all reasonable efforts to find the best match we can.
So, we rent a studio, invite the actors from our contact list that we constantly increase, and do the voice-over supervision ourselves. Should there be any issues with the script/lines we can decide right there whether it is possible to adjust it or not.
We can record up to 5 hours a day at the studio - afterward, the actors and sound technicians are just too exhausted. It may sound strange, but the VO is quite an exhaustive process, and it is better to give everyone some rest and continue on the next day to not impair the production quality. Even 5 hours is long by the industry standards.
So, you can easily calculate that 150 hours in the Pacific is at least 30 working days, and that is not considering there could be some 2-3 hour days. All of that takes lots of time, effort, and managerial efforts to make it work.
Consider the alternative - outsource production

Many of you would ask, why not just ask some sound recording studio in the US/EU to take care of all the casting, recording, supervision? They could just take our script and record everything for us with the best actors possible. Well, that could work if we had some really big budget for it. Recently, I have talked to one such studio and asked whether they could do it and what would be their price estimate. As I expected it turned out to be 50%-100% of our game’s overall production budget. So, basically, we could do only VO and nothing else.
[h3]The upsides:[/h3]
- Bigger actors pool and higher overall production quality.
[h3]The downsides:[/h3]
- 10+ times more expensive.
- Still requires some supervision to make sure everything proceeds as designed.
Why not ask some actors from across the globe to record it?
We get offers from voice actors across the world to send us the recording but then all voices would be recorded in various places, and without the proper studio the sound quality and acoustics would ruin the recording. While if we rent 10 studios all over the world to allow the actors across the world to record and try to supervise it by let us say Skype, it would be a total mess and quite an expansive mess at that.
Why even do VO, if you lack the money for it?
Some players say that we should scrap the VO altogether and that it is not worth the effort. Firstly, if the VO is really that bad in your opinion, there is always an in-game option to turn it down. At least we give all the players the choice whether to listen to it or not. While we did not have the VO at all - there would have been no choice. Secondly, we think that it is much more enjoyable to listen to all the story than to read it yourself. We cannot afford the VO in all languages, of course, but if you have at least some English knowledge you could enjoy both listening to it and reading occasionally if you did not get something. Thirdly, we think it is a much more immersive experience if you can watch and hear all the characters both in cinematics and in the in-operation communications. Most of the time we test the game without the speech, as it is not ready yet, so when it is finally added, closer to release, playing the game instantly becomes a totally different experience. That is why I think it is very important that the plot-driven game has VO and allows the players to listen to the story rather than read through it.
The difficulties we face
Here are the main difficulties that we face when it comes to VO production:
- Many characters and all of them are historical figures (hard to find perfect fit)
- Huge amount of work overall
- A lot of lipsync for the cinematics adds an additional challenge.
A blessing and a curse
We are really passionate about the project and we try our best to improve the VO quality step-by-step in every project: we select the actors better and know how to work with them, we try to create the best conditions possible for the recording etc.
What I want to tell you by this post is not that we do not want to make a better VO, but that we make all efforts possible within the limited budget we have and we will keep steadily improving VO quality, but there is no “magic wand” to make it perfect in an instant. Still, the budget limitations do not allow us to make a big leap forward. At the same time, we want to keep delivering the fully voiced game, rather than just the “interactive books”. So, it is important for us to know your thoughts on the subject:
What is better: no VO, or current quality VO?Please, share your ideas in the comment below, and if you have any further questions on the subject - let us know and I will do my best to answer them next week.
We plan to tell you more about the VO process for Fight for Freedom in the next Dev Diaries episode.