Written by Craig Will (puffkix) Wednesday, 08 February 2012 06:00
GoozerNation recently had a Skype interview with Mr. Rajendran of Nextwave Multimedia about the history of the company, Bowling Wizards, and the future.
Written by Jeremiah Hisel, Bustercube Tuesday, 27 December 2011 06:00
Goozernation recently had the chance to talk with Strange Loop Games studio head John Krajewski about the industry, and a little about their upcoming Xbox live arcade game “Vessel.”
Written by Mark Del Rio Saturday, 10 December 2011 06:00
Afterfall: Insanity is a new action/horror game by developer Intoxicate Studios and publisher NEG – think the atmosphere of Dead Space meets the puzzles and action of Half-Life. The game released on November 22nd exclusively on the PC. I had a chance to play a pre-release preview of the game recently and enjoyed it (my full review to come soon). I also had a chance to chat with game designer, Mikołaj Majka on the making of the game and the tense hours just before it released.
Written by World Gaming Executives Friday, 02 December 2011 05:00
You started out in the Theatre - is this a good grounding for a VO Actor? Why?
I mainly voice evil villains, creatures, and heroic characters that require a bigger than life performance. They sometimes also have moments of nuanced emotion and intensity that need to be quiet but compelling. Performing in front of a live audience in a theatre gives the voice actor a great tool kit to work from emotionally and technically, but most importantly, the ability to give the director a characterization that’s ‘large’ enough so he/she can dial down the intensity if necessary. It’s far easier in the fast paced environment of a studio session to ask an actor to pull back on what he/she is doing than try to get them to give more.
Page 1 of 3