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If you played a localized AAA title, Console game, Social game, MMO
or Casual Game in the last decade, there is a good chance we were involved
somehow in the localization cycle.
The most demanding developers, distributors and publishers trust us.
Why wouldn't you?


Video game dubbing is very different from traditional dubbing.
It is very usual to have the localized voice-over recording happening almost
in parallel with the original recording. This leads to an interesting project
management challenge.
Flexibility is a key factor: usually final content is still not available
when the foreign language voice recording needs to start. The consequence
is that many unexpected and successive changes need to be considered and implemented
in the process.
In addition, in 98% of the cases, video reference is missing during cinematics
or cut scenes voice-over recording and the dubbing job needs to become a real
craftwork.
At PINK NOISE, excellence in dubbing is ensured by a deep and comprehensive
knowledge of all the steps in the process and the special care we put in all
the artistic aspects and the interpretation. All our video game recordings
are carried out with artistic direction supervision and performed by an ample
cast of top level actresses and actors with strong experience in videogame
dubbing. With this process, the result is comparable in quality to any film
or television dubbing.
Another important difference in game localization voice recording comes from
the different kinds of dubbings: no time constraint, time constraint and lip
sync dubbing. These types of dubbings are needed in concrete parts of the
game and require a specific type of recording. In this sense, we also are
pioneers in "wave form visualization recording" where the actor uses the source
language sound wave form during recording, with the result of ensuring consistency
between languages and with the source.
Audio preproduction and postproduction is performed in-house at PINK NOISE.
We are very proud of our productivities in this matter. We have created our
own proprietary tools for these tasks: for instance we are capable of preparing
recording sessions for 15 actors/60 characters with 3000 source files in a
record time, a few minutes in PT session.
