{"id":18804,"date":"2022-06-09T00:00:00","date_gmt":"2022-06-08T22:00:00","guid":{"rendered":"https:\/\/altagramtest.jouwnet.nl\/giving-games-a-voice-part-i-an-interview-with-audio-lead-mike-jung\/"},"modified":"2023-09-19T12:44:27","modified_gmt":"2023-09-19T10:44:27","slug":"giving-games-a-voice-part-i-an-interview-with-audio-lead-mike-jung","status":"publish","type":"post","link":"https:\/\/altagram-test.nool.studio\/de\/giving-games-a-voice-part-i-an-interview-with-audio-lead-mike-jung\/","title":{"rendered":"Giving Games a Voice, Part I: An Interview with Audio Lead, Mike Jung"},"content":{"rendered":"\n
Hey Mike, can you tell us a bit about yourself and your role at Altagram?<\/strong><\/p>\n\n\n\n \u201cI\u2019m Mike Jung,<\/strong> I\u2019ve been working as Altagram\u2019s Audio Lead<\/strong> for a little over a year. I manage our audio department, and I oversee our team of coordinators, engineers, [\u2026] the whole process involved that we use to fulfill the vision of making characters and stories come to life.<\/strong>\u201d<\/p>\n\n\n\n What\u2019s your background, and how did it get you into game audio production?<\/strong><\/p>\n\n\n\n \u201cWe\u2019re truly working in a niche,\u201d Says Mike, \u201c That seems to combine many different departments of the industry: Project management, audio, the technical aspects of it, and also having a good knowledge of video games, obviously. Then it gets even more specific because we are dealing with recording voice-overs. Overall, it hardly gets any more niche<\/em> than this.<\/strong> What does your team usually work on? Voiceovers, sound effects,\u2026?<\/strong><\/p>\n\n\n\n \u201cWe offer a full range of services, but voiceovers are the main deal. <\/strong>That means, we try to really understand a game and find the right actors for the roles, and really try to make those characters come to life. We do also offer additional services as part of audio full service, including original sound FX, sound design, processing, specific post-production, stereo and surround mixing for trailers, and even music on request.\u201c<\/strong><\/p>\n\n\n\n \u201cIt often takes time between the point of receiving an initial project request for game titles until it\u2019s time to begin rolling out the production, in connection with game development schedules and strategically planned localization management it can take months or longer <\/strong>between the initial request and the first recordings \u2013 and some projects need to be dealt with more urgently and can happen within a few weeks.<\/strong> Ideally, the client approaches us early with a concept about the game, and we provide them with an idea of the scope of the production. Languages, costs, schedules, everything. Until the recording production of the voiceovers begins, there is much planning, familiarization, groundwork, and preproduction to be done by the team to get a great result and smoothest production.\"<\/strong> What kind of equipment are you using in the studio?<\/strong><\/p>\n\n\n\n \u201cMost of us working at Altagram are gearheads but in the end, we\u2019re result-focused;<\/strong> It doesn\u2019t matter as much what kind of coffee machine you own, it\u2019s about the beans you put in. What is the image we want to convey with this character, story, and game [\u2026] That takes clear precedence over things like equipment.<\/strong> Whats the process of selecting actors like?<\/strong><\/strong><\/p>\n\n\n\n \"We keep a database of voice talent<\/strong> along with samples of their voices regularly updated, along with details such as range, timbre, and dynamics, so we can quickly identify diverse voice options during a larger casting.<\/strong> Most importantly however, our staff and artistic directors involved in recording are personally familiar with the voice talent on the market \u2013 often we have a good idea which voices would do great for certain game characters and genres without needing to browse any database<\/strong> or samples in advance. Sounds like a high pressure situation, doesn't it?<\/strong><\/p>\n\n\n\n \"I think it\u2019s quite fun actually, to get involved. But because fully staffed studio and production time is quite costly and time sensitive, there is pressure to get things done efficiently. <\/strong>We just try to make things as smooth as possible, so we can keep things going. Our workflows and methods are tuned especially to avoid causing stress on the client, team, and talent, in the interest of all - and a better result.\"<\/strong><\/p>\n\n\n\n
[There are a lot of things...]
...that make video games great<\/em> video games;<\/strong> while things like graphics and gameplay certainly contribute to the quality of a game, there's something else about your favourite games that cannot be measured in frame rates.<\/strong> Storytelling, bringing a fictional world to life and truly making it immersive, is what most developers are trying to achieve with their projects. Ever wondered what's behind the magical curtain of video game voiceovers?<\/strong> You're in luck, because we at Altagram have a whole in-house team of audio professionals to tell you all about it. In this series, we want to give you a look behind the scenes and tell you what it takes to become a game audio professional.<\/strong>
Keep reading to find out more in our Interview with Game Audio Lead and Voiceover expert, Mike Jung.<\/p>\n\n\n\n
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How I got here is relatively simple - I\u2019ve been working in audio production for 10 years, that plus my business background and passion for games brought me to Altagram, ultimately. I already had experience recording voices and managing talents,<\/strong> so I fit right in.\u201c<\/p>\n\n\n\n
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Once we get the final details from our client, we make everything concrete and start looking for actors. A lot of the process is project management. <\/strong>We have coordinators and project managers that really make that magic happen and multiply the original vision into many different languages with the help of the project\u2019s native representatives.\u201d
<\/strong><\/p>\n\n\n\n
That being said,<\/strong> we do use state-of-the-art equipment. For example, the Apollo X6, a modern and high-grade audio interface, to deliver professional sound and high technical reliability. As far as microphones go, we usually go for the [Neumann] U87,<\/strong> which tends to work consistently great with all types of voices. Some mics can really bring out certain talent\u2019s voices, but this one is well known for delivering well regardless of the voice type or character dynamics we throw at it, it seems to do it all.\"<\/strong><\/p>\n\n\n\n
We then select a few picks and gather samples for our clients, so they understand our vision and can see if it aligns with theirs. Sometimes we don\u2019t even know much about the characters that are being cast for, so we have to offer the client a variety of possible actors.<\/strong>
We will always first evaluate the material that we get sent for a project, depending on the situation speak with a client representative, and ultimately seek to understand their vision for the game\u2019s tone, contents, and audience.<\/strong> Typically, at this point the team already has an idea of who could be fitting for the role, since we are already familiar with the professional talent pool.
We then select a few picks and gather relevant samples and notes for our clients. It\u2019s important to be sure we are in harmony with the vision for the game\u2019s cast in each language. Often we have limited information about the game characters that are being cast for, so we need to actively contribute to how these characters could be voiced and contribute to the game\u2019s quality and atmosphere, in a way which must be well-aligned with the project.<\/strong>
Another method is live casting.<\/strong> We bring talent into our studio to audition, along with the client (in person, or virtually) so decisions can be made based on interactive inspection and direct engagement with the client representative.\"<\/p>\n\n\n\n