Skip to main content
deleted 112 characters in body
Source Link
starikcetin
  • 5.3k
  • 4
  • 27
  • 60

Time, is the problem. When you try to localize the voices for every language you publish, you would need to spend so much time on voice-over.

FPS games are luckier in this perspective though, they have much less texts to voice, compared to RPG games.

Synchronizing animations are another problem. When you are voice-overing a character, it would be so much unrealistic to watch that character making noises without moving it's mouth, or etc. So, less voice = less effort on syncing animations with voice.

And actually, considering most of the gamers usually skip the dialogs to read the summary, spending most of your efforts on voice-acting is some kind of "playing for the audience".

Time, is the problem. When you try to localize the voices for every language you publish, you would need to spend so much time on voice-over.

FPS games are luckier in this perspective though, they have much less texts to voice, compared to RPG games.

Synchronizing animations are another problem. When you are voice-overing a character, it would be so much unrealistic to watch that character making noises without moving it's mouth, or etc. So, less voice = less effort on syncing animations with voice.

And actually, considering most of the gamers usually skip the dialogs to read the summary, spending most of your efforts on voice-acting is some kind of "playing for the audience".

Time, is the problem. When you try to localize the voices for every language you publish, you would need to spend so much time on voice-over.

Synchronizing animations are another problem. When you are voice-overing a character, it would be so much unrealistic to watch that character making noises without moving it's mouth, or etc. So, less voice = less effort on syncing animations with voice.

And actually, considering most of the gamers usually skip the dialogs to read the summary, spending most of your efforts on voice-acting is some kind of "playing for the audience".

added 1 character in body
Source Link
starikcetin
  • 5.3k
  • 4
  • 27
  • 60

Time, is the problem. When you try to localize the voices for every language you publish, you would need to spend so much time on voice-over.

FPS games are luckier in this perspective though, they have much less texts to voice, compared to RPG games.

Synchronizing animations are another problem. When you are voice-overing a character, it would be so much unrealistic to watch that character making noises without moving it's mouth, or etc. So, less voice = less effort on syncing animations with voice.

And actually, considering most of the gamers usually skip the dialogs to read the summary, spending most of your efforts on voice-acting is some kind of "playing tofor the audience".

Time, is the problem. When you try to localize the voices for every language you publish, you would need to spend so much time on voice-over.

FPS games are luckier in this perspective though, they have much less texts to voice, compared to RPG games.

Synchronizing animations are another problem. When you are voice-overing a character, it would be so much unrealistic to watch that character making noises without moving it's mouth, or etc. So, less voice = less effort on syncing animations with voice.

And actually, considering most of the gamers usually skip the dialogs to read the summary, spending most of your efforts on voice-acting is some kind of "playing to the audience".

Time, is the problem. When you try to localize the voices for every language you publish, you would need to spend so much time on voice-over.

FPS games are luckier in this perspective though, they have much less texts to voice, compared to RPG games.

Synchronizing animations are another problem. When you are voice-overing a character, it would be so much unrealistic to watch that character making noises without moving it's mouth, or etc. So, less voice = less effort on syncing animations with voice.

And actually, considering most of the gamers usually skip the dialogs to read the summary, spending most of your efforts on voice-acting is some kind of "playing for the audience".

edited body
Source Link
starikcetin
  • 5.3k
  • 4
  • 27
  • 60

Time, is the problem. When you try to localize the voices for every language you publish, you would need to spend so much time on voice-over.

FPS games are luckier in this perspective though, they have much less texts to voice, compared to MMORPG games.

Synchronizing animations are another problem. When you are voice-overing a character, it would be so much unrealistic to watch that character making noises without moving it's mouth, or etc. So, less voice = less effort on syncing animations with voice.

And actually, considering most of the gamers usually skip the dialogs to read the summary, spending most of your efforts on voice-acting is some kind of "playing to the audience".

Time, is the problem. When you try to localize the voices for every language you publish, you would need to spend so much time on voice-over.

FPS games are luckier in this perspective though, they have much less texts to voice, compared to MMO games.

Synchronizing animations are another problem. When you are voice-overing a character, it would be so much unrealistic to watch that character making noises without moving it's mouth, or etc. So, less voice = less effort on syncing animations with voice.

And actually, considering most of the gamers usually skip the dialogs to read the summary, spending most of your efforts on voice-acting is some kind of "playing to the audience".

Time, is the problem. When you try to localize the voices for every language you publish, you would need to spend so much time on voice-over.

FPS games are luckier in this perspective though, they have much less texts to voice, compared to RPG games.

Synchronizing animations are another problem. When you are voice-overing a character, it would be so much unrealistic to watch that character making noises without moving it's mouth, or etc. So, less voice = less effort on syncing animations with voice.

And actually, considering most of the gamers usually skip the dialogs to read the summary, spending most of your efforts on voice-acting is some kind of "playing to the audience".

Source Link
starikcetin
  • 5.3k
  • 4
  • 27
  • 60
Loading