When you ask the player to speak, you’re taking a gamble, but there’re a few tricks you can use to solve some common problems. They might make the writer cry though…
4 months and dozens of hours in the studio with even more in post, and it’s done. Let’s look back at the project that was… the days of our… hang on, wrong intro. Let’s back up.
I’ve engineered, directed, and you name it’d hundreds of dialogue sessions in my life. They’re usually great. Here’s a few thoughts on how to make sure things go great, and maybe a few notes on what not to do.