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What's actually involved in getting a human voice actor to record lines for a game, and how does that compare to an AI replacement? @maddie-b-a.bsky.social speaks to actors and audio engineers like @selmaleh.bsky.social and @jeffvandyck.com to try and demystify what goes into giving games a voice.

thisweekinvideogames.comHow the Cost and Effort of Human Voice Actors Compares to Generative AI“A well-trained actor will save production in the end because you know the better trained you are, the quicker you can do the job and get what you need”

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I’m curious if players would have any tolerance for a live service game that sometimes ships content using text-to-speech with the understanding that it will be replaced with real VA in a later patch once it’s “locked in”. That “ease of integration and iteration” angle seems super valuable.

if your stuff isnt in production early enough for v/a youve failed as a live service anyway huge can of worms here but hoyo (genshin impact, star rail, zzz) routinely ships patches without v/a due to strikes, contracts, etc

It may or may not work, but have faith in audiences’ taste. They buy a game or movie because of the choices made by a human about what they thought was beautiful as it was being created. New tech might streamline this, but there’s simply no way to automate it; if it’s bad, they won’t buy it.

taste.buytaste.buy

Thank you for taking the time to meaningfully explore this topic! This is the transparency we need to have a productive conversation about ai in game dev. Id love to learn about the role of ai in writing for games as well. Coding too, tho I know even less about that to start with