CHAPTER

Recording for Games and Animation

11

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Most of the recording situations that we’ve discussed so far are quite similar in strategy and technique; whether recording for commercials or long-form projects, the only real difference comes with the approach to documentation and the length of the session. However, when we begin recording for the worlds of game audio and animation, the terrain shifts, and we have to start thinking about new ways to go about our task. There are a couple of major differences that we must consider. I have included both game and animation voice recording in this single chapter, for the simple reason that both of ...

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