https://www.newyorker.com/magazine/2011/08/15/voicebox-360 Skip to main content The New Yorker * Newsletter To revisit this article, select My Account, then View saved stories Close Alert Sign In Search * News * Books & Culture * Fiction & Poetry * Humor & Cartoons * Magazine * Puzzles & Games * Video * Podcasts * Archive * Goings On * Shop Open Navigation Menu To revisit this article, visit My Profile, then View saved stories Close Alert The New Yorker Profiles August 15, 2011 Issue Voicebox 360 The queen of video-game acting. By Tom Bissell August 8, 2011 * * * * * Save this story for later. * * * * * Save this story for later. If you are waiting for an actor at Technicolor Game Sound Services, in Burbank, California, there is a strong possibility that you will not hear him coming. In the past few years, the voice work for hundreds of video games and animated projects has been recorded in Technicolor's mix rooms, and the first thing any voice-over performer learns is not to wear noisy clothing. On a recent morning, actors signed in at the Technicolor reception desk and silently flitted away toward their assigned mix rooms while I sat in the lobby anticipating the arrival of Jennifer Hale, whose performances in more than a hundred and twenty video games have led her colleagues and many ordinary gamers to regard her as a kind of Meryl Streep of the form. Hale turned up in an irreproachably silent long-sleeved cotton shirt and black jeans. "If you're wearing nylon, forget it," she told me. "You're naked in five minutes." Jennifer Hale at a voiceover studio in Los Angeles. Jennifer Hale at a voice-over studio in Los Angeles.Photograph by Elena Dorfman To actors, accustomed to the vagaries of a fundamentally insecure profession, the burgeoning and profitable world of video games represents a welcome growth area. But the peculiarities of the work extend well beyond the need for silent attire. Most acting, from Ibsen to the thirty-second skin-cream ad, is linear. Video games--in which the variable fortunes of any given player tend to necessitate a script that is a maze of branching possibilities--often aren't. Most actors are happiest when they understand their character's "motivation" and "arc." Video-game actors become skilled at working with little or no context, and at providing varying inflections for any line on demand--a practice discouraged by many standard acting texts. (Sanford Meisner's classic, "On Acting," insists that "the foundation of acting is the reality of doing," and that "making readings in order to create variety" is fraudulent.) Strangest of all, perhaps, for a profession in which one's face is an important source of one's fortune, video-game actors work in conditions of near-anonymity. Hale told me that when she drives around Los Angeles and sees billboards for games she has worked on, she sometimes feels like "the invisible girl," but she understands that this is a necessary corollary of voice-over work. "My job," she said, "is to not exist." Published in the print edition of the August 15, 2011, issue. More:ActingActressesCaliforniaDialogueGrand Theft AutoMartin Sheen Nicholson BakerRecording StudiosTom HanksVideo GamesWomen This Week's Issue Never miss a big New Yorker story again. Sign up for This Week's Issue and get an e-mail every week with the stories you have to read. Enter your e-mail address [ ] Sign up By signing up, you agree to our User Agreement and Privacy Policy & Cookie Statement. The New Yorker Sections * News * Books & Culture * Fiction & Poetry * Humor & Cartoons * Magazine * Crossword * Video * Podcasts * Archive * Goings On More * Customer Care * Shop The New Yorker * Buy Covers and Cartoons * Conde Nast Store * Digital Access * Newsletters * Jigsaw Puzzle * RSS * Site Map * About * Careers * Contact * F.A.Q. * Media Kit * Press * Accessibility Help * Conde Nast Spotlight (c) 2021 Conde Nast. All rights reserved. Use of this site constitutes acceptance of our User Agreement and Privacy Policy and Cookie Statement and Your California Privacy Rights. The New Yorker may earn a portion of sales from products that are purchased through our site as part of our Affiliate Partnerships with retailers. The material on this site may not be reproduced, distributed, transmitted, cached or otherwise used, except with the prior written permission of Conde Nast. Ad Choices * * * * * Do Not Sell My Personal Info