Game voiceover, localised for every region.

Voice and localisation for games: characters, narration and interface lines, tracked by ID and produced in every region.

Who it is for.

Indie and mid-size studios
Voice without a studio session per language.
Publishers
Many titles and regions.
Localisation teams
Line lists delivered by ID.

What we produce.

Character dialogue
Lines grouped by character and scene.
Narration and tutorials
Clear instructions that fit the interface.
Barks and reactions
Short, many, varied.
Patches and new content
Added lines that match what exists.

Lines with context.

As first written

ID 4021: Get down!

As written for the ear

ID 4021 (shouted, under fire): Get down!

Illustrative example written for this page, not client work. Without context, a line can be read in the wrong way, so we ask for notes on who speaks, to whom, and how.

How a project runs.

  1. Send what you have

    The line list with IDs, context notes and the languages.

  2. Cast and adapt

    We agree character voices and write notes for each line type.

  3. Voice and review

    A producer directs reads by character, and a native speaker checks every language.

  4. Delivery

    Files named by ID, ready for your build.

Languages and accents.

Each region needs lines that fit local expressions and lip movement where it matters. Every language and accent is on the languages page.

Questions before you start.

How do you handle thousands of lines?

They are tracked by ID with a status per line, and delivered in batches.

Can the same voice be used in a patch six months later?

Yes. Voices and direction notes are kept.

Do you do lip sync for cutscenes?

Yes, where the scene needs it. See the lip sync service.

Tell us about your project.

Tell us your content, languages and timing on one short page. A producer replies.

Request a quote

Request a quote