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written
by: Lani Minella © 2001
Part 2: Talent Costs
Avoiding
time delays and major budget overages is easy... if you do
a bit of work before you start recording voices. First, start
by finding a good scriptwriter. They can help you create at least
enough dialogue to cover one level of the game. Next you'll need
to also decide on approximately how many characters you will use
and roughly how many lines they may say. Then set your schedule
- how soon do you need this done? The more rushed you are, the
more your budget will suffer. Then nail down your technical specifications:
what format do you need your lines recorded on? Also, do you have
your own in-house sound person or will you need the lines edited,
processed or mixed with effects? Finally, at least try to have
a file naming convention for the dialogue lines prior to your
first session. The less your outside company has to do during
the voiceover session, the more time and money you save.
How
much will it cost?
So now that we've dispelled a few myths, let's look at the other
big question on most people minds when it comes to voice over
talent what's it going to cost? This of course depends on what
you want to do, but let's start with some specifics.
First
the big question should you hire union or non-union talent.
The main thing you buy with union talent is experience which
can be invaluable when the clock is ticking in the recording studio.
In the early days of game development, the two main acting unions
(the Screen Actors Guild or SAG, and the American Federation of
Television and Radio Artists) didn't have a clue as to what they
should charge for interactive titles so naturally they charged
premium fees ("
A video game is sort of like a feature film
charge them that
").
However,
since 1994 AFTRA has created a special interactive, non-broadcast
fee schedule that makes using union talent a lot more enticing.
For example, here are some minimum AFTRA Interactive rates (naturally
these are negotiable by the hour as well as having it depend on
the experience of the actor you use)
$540
- for on-camera day players or off-camera performers (up to 3
voices/4 hour day)
$270 - off-camera performers (1 voice/1 hour)
$180 For each additional voice until you get to six voices or
more.
$1,080 -6 or more voices/8 hour day.
So,
what about "Star" talent, getting that movie star to do the voice
of your hero? I always advocate talented sound-alikes whenever
possible. I have been Sigourney Weaver, Linda Fiorentino, all
the Land Before Time dinosaurs, Rocky the Squirrel, Natashia Fatale
& Sherman, known Star Trek characters, Hollywood film stars etc.
I've also cast other sound-alikes for Bruce Willis and the Die
Hard cast, and many more titles that cost the game company a few
thousand dollars as opposed to millions. Don't forget that besides
the start salary, you can also get the "star" attitude: prima-donna
behavior, an inability to get or stay in character, or even bad
mic techniques.
Agency
charges and other fees
Talent agents charge an extra 15% non-union or 10% extra if it's
a union gig. Most people don't realize that agents take out the
same percentage from the talent's check on top of what they charge
the client. If it is done under a union contract, there is an
additional 12.65% charge that goes to a health and retirement
fund. Casting agents charge from $300-$3,000 a day to parade people
in front of you.
Some
casting agents charge for additional days of prep while they call
agents to round up people for the cattle call. Casting agents
can also charge a percentage of the entire voice budget. At my
agency I work with an ever-increasing talent pool of multi-voiced
people who have done games and are versatile. I know what they
can do and I do spec tapes for clients, giving only the best choices
for each part. Some people pay buyouts, meaning an extra fee to
be able to have unlimited use of the audio.
Part
1: The Myths _____
Part 2: Talent
Costs _____
Part 3:
Other Costs _____
Part 4: Audition Secrets
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