A one-day, hands-on intensive for professional and aspiring games voice actors. Four live studios. Four disciplines. Real direction, real recording time and material to take away.
Games VO is not linear. Your training should not be either.
Designed for actors with some acting or voiceover experience who want to understand the specific demands of games. You will develop games-specific performance skills, practise audition-style work, explore interactive dialogue and physical efforts, and learn how to pursue genuine opportunities in the industry.
Twenty-four actors work across four live studios. Every participant rotates through character performance, combat and effort, interactive delivery, and creature and processed voices. You will perform, record and hear yourself back in every discipline the day covers.
FORMATOne practical day10:00am to 4:15pm
VENUEFitzrovia StudiosAcademic House, Camden
GROUPSFour groups of sixEvery actor works in every room
SUPPORTDirectors and engineersPerform, record, listen back, refine
FOUR LIVE STUDIOS
One day. Every discipline.
01
Voice-director led · bringing a game character to life
Games Audition & Character Direction
Work from a short games casting brief, make clear playable choices quickly, record an initial take, take direction and deliver stronger revised versions.
Practical activities
Cold read the scene, then explore different emotional choices across directed second and third passes
Record at least two contrasting performance takes of the same scene
Listen back as a group, with director notes on what each choice communicates to a player
Your takeaway
A concrete sense of how directors steer games performances, plus a recorded, direction-shaped character take.
Staffing and preparation: Games VO director and studio engineer. Scene scripts and audition brief supplied.
02
Voice-director led · physical performance under pressure
Action, Combat, Efforts & Barks
Build and perform a short combat sequence covering call-outs, hits, exertion, injury and death. Learn safe, repeatable effort technique before working at physical intensity.
Practical activities
Warm up and learn safe-effort technique before recording
Record a combat call, exertion, hit reaction and death or defeat line
Repeat key beats at different intensities to build a usable take set
Your takeaway
Technique for sustainable, repeatable physical performance, plus recorded effort and combat material.
Staffing and preparation: Games VO director and studio engineer. Physical-performance booth, water, talkback and playback provided.
Learn the biggest difference between games and linear VO: one line has to work across many states. Record calm, alert, injured, victorious, defeated, interrupted and player-choice variants.
Practical activities
Record the same line across five or six game states
Record player-choice variations of a branching line
Build a mini set of usable, state-based VO assets
Compare how timing, intensity and delivery alter an identical line
Your takeaway
A working understanding of state and variation delivery, with a recorded variation set.
Staffing and preparation: Games VO engineer with state and variation scripts, talkback and playback.
Invent a non-human or processed character and make it repeatable. Hear live pitch, distortion, delay, reverb and radio processing, then adjust the performance around the treatment.
Practical activities
Develop and test a non-human or processed character voice
Record the same lines dry, then hear them shaped live
Repeat the voice across multiple takes to prove it is consistent and reusable
Your takeaway
A self-invented processed character voice you can repeat on demand, and a clear sense of how performance and processing work together.
Staffing and preparation: Games and VO engineer with live processing chains, talkback and playback.
FULL-DAY TIMETABLE
Never waiting. Always working.
Two games VO directors, supported by studio engineers, and two specialist engineers keep every participant performing, recording and listening back throughout the day.
Welcome & briefing
Introductions, the plan for the day and how the rotations work. Tea, coffee and pastries.
Rotation 1
Each group enters its first studio.
Studio changeover
Move between studios.
Rotation 2
Each group enters its second studio.
Lunch
Break and informal networking.
Rotation 3
Each group enters its third studio.
Studio changeover
Move between studios.
Rotation 4
The final rotation. Every group has now worked in all four rooms.
Breaking Into Games VO
A practical discussion of auditions, reels, agents, home recording, casting, expectations and legitimate opportunities.
Closing & thank you
Key takeaways, materials, contacts and next steps.
YOUR WORKSHOP LEADERS
Games craft. Studio precision.
01
Games VO Director
Kirstie Gilmore
Full biography and selected credits to follow.
02
Games VO Director
Daniel Jewel
Full biography and selected credits to follow.
03
Games VO Engineer
Jonny Allan
Full biography and selected credits to follow.
04
Games VO Engineer
Nick Cron
Full biography and selected credits to follow.
WHAT YOU RECEIVE
Leave with more than notes.
Practical experience across four distinct games VO disciplines
Individual microphone and recording opportunities in every studio
Practical feedback and direction throughout the day
Character, combat, effort, state-based and non-human recording experience
Selected recordings supplied after the workshop
A clearer understanding of auditions, studio etiquette and industry expectations
Guidance on practical next steps towards games voiceover work
Recordings are supplied as training and audition-development material. A professionally edited or mixed games reel is not included, but may be available as an optional additional service. Clips will be sent after the event, with an option to add sound design for a fee.
LIMITED SMALL-GROUP PLACES · £425 PER PLACE
Ready to level up?
The workshop date is tentative and will be confirmed before paid booking opens.
Secure payment will be handled by Stripe. Your place is confirmed only when payment succeeds.