{"id":96947,"date":"2019-07-19T19:08:00","date_gmt":"2019-07-19T19:08:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/347027"},"modified":"2019-07-19T19:08:00","modified_gmt":"2019-07-19T19:08:00","slug":"video-a-postmortem-of-tacomas-experimental-vo-production","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/07\/19\/video-a-postmortem-of-tacomas-experimental-vo-production\/","title":{"rendered":"Video: A postmortem of Tacoma&#8217;s experimental VO production"},"content":{"rendered":"<p>In this 2017 GDC session, Brightskull Entertainment Group founder Michael Csurics showcases the experimental and extensive lengths that were taken to create the voiceover performances in Fullbright&#8217;s&nbsp;space station exploration game&nbsp;<em>Tacoma<\/em>.&nbsp;<\/p>\n<p>It was an intriguing look at how the game&#8217;s experimental voice-over recording process was created and implemented;&nbsp;Csurics walked the audience through how, with indie resources, the&nbsp;<em>Tacoma&nbsp;<\/em>team&nbsp;was&nbsp;able to capture 6-on-mic ensemble scenes while giving the actor&#8217;s freedom to use full body movement, theatrically performing every scene&nbsp;with crystal-clear audio fidelity.<\/p>\n<p>Whether you work in big-budget game dev or a tiny indie team, this is a talk with useful takeaways you can apply to your next project &#8212; so take advantage of the fact you can now watch it for free&nbsp;<a href=\"https:\/\/www.youtube.com\/watch?v=sZ8gOm3t40E\">over on the official GDC YouTube channel<\/a>!<\/p>\n<p>In addition to this presentation, the&nbsp;<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>&nbsp;and its accompanying&nbsp;<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>&nbsp;offers numerous other free videos, audio recordings, and slides from many of the recent&nbsp;<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or XRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via&nbsp;<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the&nbsp;<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can&nbsp;<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this 2017 GDC session, Brightskull Entertainment Group founder Michael Csurics showcases the experimental and extensive lengths that were taken to create the voiceover performances in Fullbright&#8217;s&nbsp;space station exploration game&nbsp;Tacoma.&nbsp; It was an intriguing look at how the game&#8217;s experimental voice-over recording process was created and implemented;&nbsp;Csurics walked the audience through how, with indie resources, [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":96948,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-96947","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/96947","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=96947"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/96947\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/96948"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=96947"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=96947"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=96947"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}