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Voice and dialogue production consulting for game studios.

Pipelines, casting, and process design — dedicated voice expertise for studios, brought in flexibly, project by project.

Get in touch
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Philosophy

Voice and narration are among the most direct routes a game has into immersion.

Players register voice constantly, even when they couldn't say exactly why: the weight of a delivery, the timing of a bark, the way a cast holds together tonally. Get that right, and voice becomes as load-bearing to immersion as lighting or camera work.

That's why every voice in a game — cinematic or systemic, hero or ambient NPC — deserves to be treated as a design element in its own right, considered alongside the writing from early on.

This is also why voice design belongs in direct conversation with game systems: how a character speaks, how often, in what context, and how that shifts with player behaviour are design questions as much as production ones.

This consulting practice comes out of that conviction — process and pipelines make voice production possible, but the craft is what makes it matter.

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Expertise

Four angles on the same problem

Tooling, casting, design, and process are strongest handled together. Each area below can be engaged individually or as part of a combined engagement.

Pipelines & tooling

Dialogue Pipelines & Tooling

Structuring dialogue data and workflows that scale across scripted and systemic content, with an eye on engine and middleware flexibility.

Talent selection

Voice Casting

Selecting voice talent across international markets — from audition briefs to a shortlist that fits a project's tone.

In-game systems

Voice Design Within Game Systems

Shaping how voice behaves as a living system, in step with game design rather than after it.

Process design

Production Process Design

Auditing and redesigning voice production workflows, fitted to a studio's existing tools and team.

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About

Background

I led voice pipeline work at a major AAA game studio for close to two decades, where dialogue volumes ran into the tens of thousands of lines across scripted cinematics and systemic content.

That experience sits at the intersection of production process, casting, and tooling — three areas that work best treated as one connected discipline, for the sake of clarity and speed.

I now work independently with studios that need this expertise on a flexible, project or advisory basis.

Selected work
  • Ghost Recon Breakpoint & DLC
  • Ghost Recon Wildlands DLC
  • For Honor & DLC
  • Assassin's Creed Syndicate
  • Assassin's Creed Unity
  • Assassin's Creed Black Flag
  • Assassin's Creed Rogue
  • Assassin's Creed 3 & DLCs
  • Mighty Quest for Epic Loot
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Contact

Start a conversation

Whether it's a pipeline audit, a casting need, or a broader process redesign — send a few details and expect a reply within a few working days.

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