top of page

Home > Voiceover Policy

VOICEOVER POLICY

Please read this policy first before you do voiceovers

Creation date: May 13, 2025

Revision date: May 16, 2025

 

Just before you produce voiceovers, this important document aims to outline a standardized approach to voice audio in Psoaic's video game projects. The policy seeks to lower production and storage costs, simplify localization, and adhere to industry best practices demonstrated by companies like Supercell. This approach driven by the need for cost efficiency, storage constraints, and uniformity across voiceover casts.

 

OBJECTIVE: To create a sustainable, cost-effective, and scalable voiceover (VO) policy for ongoing and future Psoaic game projects, drawing on successful models from games such as Brawl Stars (2018), Strider (2014), and the Marvel vs. Capcom series.

1. VO Strategy Overview

 

  • No Full Dubbing in Multiple Languages:

    • We will not fully dub all characters in multiple languages. This avoids the requirement of making locally translated scripts and recording sessions, retains the original voices in many game projects, and applies especially to games with large casts (e.g., Artistic Forces).
  • Minimal Voiceovers:

    • Voiceovers will be limited to catchphrases, exertion sounds, and stylized vocal expressions (e.g., grunts, yells, spell words, cheers), similar to Brawl Stars.

  • Cutscene Exceptions:

    • Selective games (e.g., Psoaic X Touhou) may feature full voiceovers in cinematic cutscenes, but only in a primary language (usually English).

  • Text-First Localization:

    • Emphasis will be placed on full text and UI feedback localization across multiple languages, ensuring global accessibility without costly VO pipelines.

  • Emphasis on expressive animations and audio cues:

    • Expressive animations and audio cues play a crucial role in enhancing user experience on digital platforms. These will create a dynamic interaction that captures attention and makes navigation more engaging.​

  • Fictional languages and stylized tones for immersion:

    • Fictional languages and stylized tones are powerful tools for creating immersive experiences in storytelling and digital content. They transport audiences to fantastical worlds, enriching narratives with unique cultural and depth. By employing these languages, creators can evoke emotions and foster a sense of belonging within their crafted universes. This attention to detail not only enhances engagement but also invites audiences to explore and connect with the story on a more profound level.

  • Hybrid dub:

    • This applies to key characters, including some of them.​

2. Rationale Benefits

  • Cost Efficiency:

    • Minimizes casting and studio costs.

    • Reduces QA complexity for multiple language dubs.

    • Avoids the high cost of multi-language dubbing and actor sessions.

  • Storage Optimization:

    • Smaller audio footprint makes deployment faster, particularly for mobile and cross-platform releases.

  • Creative Freedom:

    • Allows more flexibility in character development without being locked to voice actor schedules.

  • Faster Updates:

    • Speeds up production and patch cycles with less dependency on VO sessions.

  • Localization Simplicity:

    • Reduces the need for translated scripts and regional recording sessions.

  • Scalability:

    • Simplifies adding new units, characters, or factions.

  • Artistic Consistency:

    • Maintains immersion via world-appropriate non-verbal audio.

3. Applicability

This policy applies primarily to:

  • Large-scale or faction-heavy games.

  • Cross-faction or crossover titles.

  • Mobile and online-first games.

  • Games with extensive roster complexity.

4. Implementation Guidelines

  • Replace VO with FX: Design unit responses using audio effects (metal clanks, energy surges, growls).

  • Visual Feedback: Use animations and UI flashes to indicate player input or action.

  • Script Condensation: Any needed lore exposition should appear in readable form or brief VO stingers.

  • Optional Community Packs: Allow modders or fans to create VO mods if desired, without official production cost.

5. Case Study Inspirations

  • Warcraft III (Classic):

    • Minimal iconic voiceover lines reused across factions.

  • Supercell Games (Clash of Clans, Clash RoyaleBrawl Stars etc.):

    • Minimal or no voiceover, global success.

  • Project X Zone 1 & 2 (2012 & 2015):

    • Japanese-Only Voiceover:

      • Both games have only Japanese voiceovers exclusively for crossover characters without an English dub, even they are released to the Western markets.​

    • Combat-Only Voiceover:

      • The voiceover is used for combat only, especially during attacks, skills, and support calls. All story and dialogue sequences heavily focus on text localization and voice snippets.

    • Large Crossover Numbers:

      • Due to the sheer roster of characters from different franchises in both of these crossover games, full voiceover was avoided.

  • Warframe (2013):

    • Primarily features full voiceover for key and major characters, main questlines, narrators, and lore elements only, while relying on text and minimal VO for general gameplay. English is the primary voiceover language, with full text localization for most others, but avoids full dubbing across all missions and factions. This supports agile live updates and massive content without ballooning production costs, similar to this policy.

  • Killer Instinct (2013):

    • Selective Voiceover for Characters:

      • Each fighter in Killer Instinct has unique voice lines, taunts, and combat grunts, but not full dialogue trees or cinematic dubbing.

      • Voice lines are mostly combat-oriented—announcer calls, attack shouts, and iconic catchphrases.

    • English-Only Voiceover:

      • The game uses primarily English voiceovers without a Japanese dub, similar to Marvel vs. Capcom Infinite and Cassette Beasts.

    • Cost Efficiency for Expanding Roster:

      • As Killer Instinct expanded over three seasons, the developers maintained voiceover consistency without overextending production by keeping things focused and streamlined.

    • Focused Use of Voiceover in Cutscenes:

      • Some story modes have light cutscene narration or character intros, but full cinematic voice acting is minimal.

  • Strider (2014):

    • The only game in the Strider series that has fully and originally voiced in English only, which prioritizes combat fluidity and localization, even the Japanese version uses only localized texts instead of a dub.

  • A Hat in Time (2017):

    • Partial/Selective Voiceover:

      • Characters have spoken lines in important scenes and interactions, but most dialogue is delivered via text.

    • English-Only VO:

      • No Japanese dub was produced, even for the Japanese release.

    • Expressive Minimalism:

      • Many lines are context-sensitive or comedic, not full cinematic VO.

  • Brawl Stars (2018):

    • Because of the storage constraints when it comes to certain updates, this game uses expressive, minimal voiceovers using only grunts and catchphrases in multiple languages for global impact with lower overhead.

  • Marvel vs. Capcom Series:

    • Strategically omits Japanese voiceovers for Marvel characters due to licensing and prioritization of core markets, including Marvel vs. Capcom 3: Fate of Two Worlds and its updated title called Ultimate Marvel vs. Capcom 3.

    • Marvel vs. Capcom Infinite (2017) features English voiceovers for a large crossover cast, but limited to single-language VO for efficiency.

  • Samurai Jack: Battle Through Time (2020):

    • Full English voiceover with the original cast of the TV show and no multilingual dubbing, ideal for focusing on narrative cohesion and character authenticity. This VO strategy keeps costs contained while still delivering a high-quality experience.​

  • The King of Fighters XV (2022):

    • Dual-language voiceover, but most characters are fully voiced in Japanese, while the English language is used for some characters like Terry Bogard, Geese Howard, and Billy Kane.​

  • Cassette Beasts (2023):

    • Emphasizes selective voiceover to balance performance, cost, and narrative delivery.

  • Tempest Rising (2025):

    • A real-time strategy game with heavy VO approach that increases scope/cost—used as a contrast model due to a large cast of units in three playable factions, emphasizing cost efficiency and storage reduction.

6. Future Partnerships & Collaboration

  • Virtual Studio Operations:

    • Psoaic Voice Production Studio may operate as a hybrid virtual studio, enabling collaboration with established VO partners like Sound Cadence Studios.

  • In-House Character Control:

    • As all IP is Psoaic-owned, we are free to determine VO scope without external character restrictions.

  • Collaboration Framework Example:

    • Example Studio Partner: Sound Cadence Studios

    • Engagement Terms:

      • Remote collaboration via cloud-based asset transfer

      • Flexible scheduling for key character sessions

      • Optional shared talent pool agreements

    • Licensing: Psoaic retains all final VO rights and distribution control.

 

7. Union Compliance and Casting Options

  • Union Partnerships:

    • Psoaic Voice Production Studio will engage both SAG-AFTRA and independent voice actor unions to access top-tier and professional VO talent with established performance standards and ensure industry-standard practices.

  • Talent Flexibility:

    • Casting will be adapted per project with voice talent. Large or AAA-style games may prioritize union performers, while smaller, lower-budget, or indie-style projects may utilize experienced non-union indie voice actors.

  • Quality and Credibility:

    • This approach enhances Psoaic's reputation for professionalism while maintaining flexibility across projects of varying scale.

8. Policy Exceptions

 

  • Narrative-driven titles or cinematic spinoffs (subject to review) may be considered for full dubbing depending on funding and audience demand.

  • High-profile characters may receive more developed voiceover where justified.

  • Cinematic trailers or opening cutscenes.

  • Introductory narration or lore snippets.

 

9. Sample Cost Projection (Per Game)

 

  • VO Catchphrases (10–20) = $500–$2,000 / ₱27,872.75–₱111,491.00

  • Cutscene VO (5–10 mins) = $3,000–$10,000 / ₱167,236.50–₱557,455.00

  • Full Localization (text) = $1,500–$5,000 / ₱83,618.25–₱278,727.50

  • Full VO Dub (if applied) = $15,000–$50,000+ / ₱836,182.50–₱2,787,275.00+

10. Conclusion

 

This policy ensures that Psoaic games remain high-quality, agile, and globally accessible while staying within reasonable production budgets. It draws from proven strategies across industry leaders and is tailored to the needs of both players and developers. In particular, Artistic Forces benefits significantly from this strategy, as the vast number of factions, units, and characters (at least 45 including 11 DLC factions) would otherwise result in unsustainable storage use and production costs if voiceovers were implemented for each one. Psoaic X Touhou, meanwhile, will feature selective full voiceover for 110+ characters, following a model similar to Marvel vs. Capcom InfiniteCassette Beasts, Warframe, and Samurai Jack: Battle Through Time to maintain performance and audience immersion.

bottom of page