Gaming Veteran voice actor Dee Baker, who is featured in
SpongeBob SquarePants, Ben 10 and Star Wars: The Clone
Wars, says a proposed SAG contract for video game voice
recordings would mean doing more work for less money. Photo
by LA Times.
When Dave Wittenberg began his acting career at a
community theatre in Boston, he did not imagine he would be
making his living as a voice artist for video-game characters,
portraying the likes of Hades, Tweedledee and Jerry Seinfeld.
But for the past decade Wittenberg's voice has been heard in
more video games than he "can remember".
And, although it's not the traditional actor's stagecraft, he
still draws extensively on his thespian skills.
"You get to create characters you wouldn't be able to create
in any other medium," said Wittenberg (38).
"From an acting standpoint, it lets you flex your muscles
that you wouldn't ordinarily use."
"What it's not doing, however, is fattening his wallet.
Despite his extensive credits, Wittenberg earns roughly
$US30,000 ($NZ43,000) a year from his video-game work and,
like most of his peers, supplements that income by doing
voice work for animated TV shows.
Wittenberg is one of hundreds of Hollywood actors who perform
in the heard-but-not-seen world of voice acting, breathing
life into the virtual worlds of such blockbuster game
franchises as Halo, Call of Duty and Grand Theft
Auto.
The video-game sector, once a backwater in Hollywood, has
been the fastest-growing segment of the entertainment
industry and increasingly competes with movies and television
for consumers' attention and dollars.
As games have become more like big-screen movies, so has
their need for more sophisticated stories and emotionally
engaging characters.
Games once had practically no dialogue, but now boast tens of
thousands of lines of it - creating opportunities for actors
at a time when traditional jobs are shrinking because of
studios' cutbacks in film and TV production.
But the enthusiasm for the new medium has been tempered by a
growing unease among many performers that their pay for voice
work in video games isn't keeping pace with the industry's
breakneck growth.
Although it's down this year amid the recession, United
States video-game industry revenue has more than doubled
since 2005 to $21 billion in 2008 - about twice the amount of
movie ticket sales in Canada and the United States.
The concerns have fuelled a standoff between the video-game
companies and the Screen Actors Guild, whose members recently
rejected a proposed contract that covers voice work in the
industry.
"The concern going forward is that as these games become
larger and larger and generate more income, we as actors
won't see any more money when we walk out the door,"
Wittenberg said.
Attorney Scott Witlin, who represented video-game publishers
in the recent labour negotiations, disputes the notion that
actors are short-changed.
"If you look at the total contribution either in terms of
hours that go into the creation of a game or the earnings of
the people who make the games, voice talent represents a
minute percentage," he said.
SAG's bargaining clout is limited.
The voices in about 80% of video-game titles are performed by
actors who don't work under a guild contract.
What's more, SAG's sister union, the American Federation of
Television and Radio Artists, recently ratified a separate
contract with video-game publishers.
"It's not so much their argument is weak or strong," said
Jonathan Handel, an adjunct professor at the University of
California, Los Angeles' School of Law who specialises in
entertainment labour law.
"The overarching issue for any union making a deal is: who
has the leverage?" There were practically no roles for actors
in video games until the mid-1990s, when technical
innovations made it possible to give speech to the digital
characters.
Video-game cartridges before then had limited storage space,
leaving little room for voice recordings.
Dialogue instead appeared on the screen like subtitles on a
foreign-language film.
"It used to be that there wasn't very much data available for
voice acting, and what we had tended to be cartoonish," said
Casey Hudson, director of the Electronic Arts game Mass
Effect 2.
Later, with the advent of higher-capacity compact discs,
characters started to speak.
But voices were still often performed by amateur actors or
even the game developers themselves, because many companies
didn't think spoken dialogue was important enough to merit
spending money on professionals.
In the past decade, however, as the video-game industry has
transitioned to DVDs and the storytelling ambitions of many
game developers have blossomed, hiring experienced actors has
become routine.
The use of actors in games varies depending on the genre.
Some titles include far more speech than a feature film.
Mass Effect 2, a science-fiction game, has 90 actors
playing 546 characters who speak about 31,000 lines of
dialogue.
Uncharted 2, an adventure game recently released by
Sony, intentionally mimics the cinematic style of movies.
Actors not only performed voices but also acted in
motion-capture suits for non-interactive story sequences -
called "cut scenes" - that totalled about 90 minutes.
"We basically made a feature film at the same time that we
made a game," said Uncharted 2 director Amy Hennig,
who worked with an experienced theatre director to oversee
acting.
"Good performances are critical so that players maintain an
empathetic association with the character who they control."
Largely because of the industry's roots in the software
business, video-game creators have traditionally been
compensated very differently from creative workers in
Hollywood.
Unlike talent in movies and TV shows, they don't receive
residuals, or additional fees for the reuse of their work.
"In our business we're all employees and any upside we get is
purely discretionary, so many of us are not going to have a
lot of sympathy for actors who want back-end residuals,"
Hennig said.
"That's why we're talking two different languages when we sit
down at a bargaining table."
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