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EXCLUSIVE
INTERVIEW WITH KHRIS
BROWN
THE VOICE LADY
By Santiago Mendez
Khris Brown, worked at LucasArts since
the first Monkey Island, she managed the product support department
and later she moved into voice production. She worked on all the great
games from the "golden years" of LucasArts like Full Throttle,
Grim Fandango, Curse of Monkey Island, etc. She also had a special "rol"
in Monkey Island 2: LeChuck's Revange. Actually she runs Khris Brown
& Associates, where she works in voice for games and movies. Among
her credits you can find movies like: Star Wars Episode II: Attack of
the Clones and Steven Spielberg's Artificial Intelligence. She recently
worked on the excelent game Psychonauts, but no we are not going to
talk about it (at least not yet) because she worked on the lovely The
Dig, a game that's almost as lovely as her.
Tell us a bit
about yourself, and about your career in sound business. Correct me
if I'm wrong but I believe that there are no many women in sound.
I
came from Universal Pictures in LA to LucasArts in 1990, and started
working on voice in 1992 because of my casting experience. It's true
that sound in entertainment seems mostly dominated by men, but there
are many women doing great work. Because the games and entertainment
industries are so competitive and staffed with such intelligent, experienced
and well educated people, there's no real interest in having someone
on your team who is sexist or focused on anything other than making
the best game possible. So it's not much of an issue.
Since the history of The Dig
goes back to 1989. How early in the game have you been involved?
I only got really involved
when we started looking at casting - before then the game had been floating
around the division for a while, but it wasn't yet ready to be fully
produced.
What can you tell us about the actors you've
worked on in The Dig? Did any of them had to make more takes than the
others?
To be honest, it's been so long that I don't really remember very much
about the nitty gritty details of recording. When we got the materials
back, I remember that all the actors were really nice and worked very
hard to make their characters believable and emotionally compelling.
Do you remember how many lines of dialogue
were in The Dig?
Not exactly, but there were quite a few. I'm sure Darragh (O'Farrell,
voice director/producer at The Dig) could look it up for you.
There is a great difference between movies
and games, especially with graphic adventures. For example I've heard
Robert Patrick saying "It won't do anything" too many times,
even more than Schwarzenegger saying "I'll be back". Do you
find any major differences between working in movies and games?
I do. Because people hear game lines so often, we try to record as many
variations as we can so that the player is still engaged and interested.
Tim (Schafer) is great about this especially - we recorded Raz (in the
upcoming game "Psychonauts") saying that he wasn't able to
do something at least 50 different ways. Working in film, you're very
often creating just an atmosphere for the viewer to move through, and
the emotional impact you're trying to achieve is part of a linear story
with a defined beginning, middle and end. In games, the player is an
essential part of the experience, and we want to immerse and welcome
them so that the characters in the game are their friends and you can
move around a hundred different ways and still be engaged. Recording
for games is far more challenging and interesting, I think. It's unfortunate
that voice acting and directing in games doesn't have its own category
in the AIAS and development awards. It makes such a huge difference
when it's done well that most people don't pay attention to it - it
only stands out when it's bad. When it's good, it should be invisible
and you should just be thrilled playing the game. But it would be nice
to have it recognized for the very integral and essential part of the
game it is.
How was a normal day while working in The Dig?
What was exactly your job in it?
I was the senior editor, and had a wonderful team of editors working
with me. We would load, cut, clean (where necessary for pops and clicks)
the voice, work with the team to get it into the game, and work with
the sound department on processing and incorporating voice as a part
of the whole soundscape. We also dealt with people's comments on everything
from Cora's dialog and inflection to whether Robert Patrick's stories
about the guy he met who was kidnapped by aliens were true. There were
* lots* of lines, and lots of changes, so it was very exciting!
We've already asked Julian Kwasneski about
this and we want to have a second opinion to confirm it. You've worked
with voices for a long time so you should know..... what is Ludger Brink's
accent?
I'd have to hear it again. But pan-Nordic/Germanic would cover it.
Any funny story or anecdote about The Dig?
Not really. Darragh's
stories about what happened in the studio were always great, and he's
a great story teller, so it was always fun. It was so long ago that
it's difficult to remember. But we would always have favorite lines
that would strike us as being funny (editing voices for 8 hours a day
in a windowless room can make you a little crazy), and we'd do things
like mail them to one another so that they'd play automatically, just
to be a pest. Julian would make little songs out of them sometimes,
or make music out of favorite syllables. He's very talented!
Have you participated in this old tradition
at LucasArts, the "Pizza Orgy"?
Of course! Pizza orgies are the best. I think every company should have
them a few times in a game's development. It breaks down hierarchical
barriers in the company and promotes togetherness and team spirit. It's
also a great way for the designers and artists to have an outside perspective
on their work. I love when people tell me what they think of the voices,
what they liked or didn't like, or what became annoying after hearing
it for the thousandth time. Then I'll know how to make things better.
And finally. What
do you think about The Dig?
The Dig is neat. It was
a fairly revolutionary concept at the time and took courage for LucasArts
to develop. I feel grateful to have been able to share a period of time
when some pretty amazing games were made, and feel very lucky and happy
to have had such a great team. To be able to continue to work with some
of the same great people today is the best of both worlds, so I'm thrilled.
February 28, 2005.
Interview © 2005 Santiago Méndez.
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