Showing posts with label voice acting. Show all posts
Showing posts with label voice acting. Show all posts
Wednesday, January 7, 2015
2014 Pendy Award - Best Actor in a Seminar Short
This was reasonably unexpected - it seems that I've won a 2014 Pendy Award for Best Actor in a Seminar Short, for my role as Richard O'Malley in "O'Malley's Media Storm".
We are taking questions from the audience... uh, yes?
"What the heck is a 'Pendy Award'?"
Great question! I hadn't actually heard of them before November of this year. They are annual awards from Pendant Audio - an audio production group which was formed way back in 2004 dedicated to the creation of radio dramas in the style of radio serials from the Golden Age of Radio in the 1930's and 40s'. They solicit audio scripts, post casting calls for voice actors, and through the magic of elves and computers, pull it all together on a regular basis. They have several shows, shorts and longer-form projects which can be found on their SHOWS page. Next question...
"What's a 'radio'?"
Really? You're going with that? Ok. Yeah, a radio is like the internet without pictures? Naaahhh... It's like streaming audio, except once upon a time, humans used to choose what got played. And before that, they actually performed live at specific times, and you had to listen then or you wouldn't hear it. Crazy, huh? Those were the dramas and shows that everyone kept up with. Most of the early voice actors came from radio and vaudeville, their talents and characters honed by years of live performances and the glorious creative environment of working with other actors. Folks like Mel Blanc, June Foray, Dawes Butler and a ton of other folks whose voices you would probably instantly recognize. These folks are some of my heroes, and I love the idea that audio dramas are being actively produced.
"Can anyone just listen to these?"
Yep - they post them on the Shows Page I mentioned earlier, and they have a regular podcast you can subscribe to (and I gotta put in a quick plug for Instacast here. Been using it on the phone - iOS is free - and it's pretty solid!)
"What kind of stuff do they do?"
It really ranges quite a bit - their most ambitious project has been "The Phantom Canyon" (which includes the very talented Lea Gulino among the cast).
"And what exactly did you do?"
I played Richard O'Malley, an overblown television host who has an odd and interesting guest on his show "O'Malley's Media Storm". It was part of the "Seminar - Original Anthology Show" which features short plays and other projects "heard through the lens of lessons in a futuristic post-apocalypse..." So, it's kind of a unique venue... This project appeared in Episode Number 59, released in October of 2014. My bit starts right around 8 minutes.
A big thanks to the folks at Pendant Audio, and everyone who had a part in making this happen!
Labels:
"pendant audio",
character,
drama,
voice acting,
voiceover
Wednesday, July 23, 2014
Levi's Talking Scoreboard Radio Spots
This project was a hoot - had great fun coming up with the voice for the new Levi's Stadium scoreboard, who has questions about things...
Audio for the radio ads for the new Levi's Stadium, featuring the Levi's Talking Scoreboard.
Audio for the radio ads for the new Levi's Stadium, featuring the Levi's Talking Scoreboard.
Labels:
49ers,
football,
jimedgarvoices.com,
levi's stadium,
museum,
radio,
radio ads,
vo,
voice acting,
voiceover
Tuesday, December 10, 2013
GamingLives.com Interviews Gene Mocsy - Writer/Designer of "1954: Alcatraz"
GamingLives.com sits down with Gene Mocsy, the designer and writer (and as we learn in the interview a character voice here and there...) of 1954: Alcatraz, which hopefully will be released from Deadalic Entertainment this coming year. He talks about the inspiring environs he found both on the famous island itself and throughout the city of San Francisco.
This has been an interesting project to be involved with - seeing it expand from an independent venture to a fully-realized release from a major gaming company. But through it all (as with the video games which get me most excited) is a dedication to captivating characters and interesting stories.
It's an interesting interview with insights into the long process of creating a game environment.
... yes, an at times creeeeeepy environment!
1954: Alcatraz - Interview with Gene Mocsy, Designer and Writer
This has been an interesting project to be involved with - seeing it expand from an independent venture to a fully-realized release from a major gaming company. But through it all (as with the video games which get me most excited) is a dedication to captivating characters and interesting stories.
It's an interesting interview with insights into the long process of creating a game environment.
... yes, an at times creeeeeepy environment!
1954: Alcatraz - Interview with Gene Mocsy, Designer and Writer
Wednesday, October 23, 2013
Two More Previews of 1954: Alcatraz video game
A couple longer previews popped up in the last week on the mojo wires in the last week and I just wanted to collect them here - the only bad news is that it seems the release date has slipped back to early 2014. But, maybe the fine folks at Daedalic Entertainment and Irresponsible Games will
surprise us with an early delivery! In the meantime, enjoy a couple of previews from Gamerzines.com and TheSixthAxis.com -
surprise us with an early delivery! In the meantime, enjoy a couple of previews from Gamerzines.com and TheSixthAxis.com -
1954: Alcatraz Preview | ‘Pointing and Clicking In The Big House’
Escape isn’t the only option…
As far as settings go, there are few more iconic than Alcatraz Island. America’s long closed yet increasingly infamous penitentiary has been the stage for numerous films, books, plays and television series, but as far as we’re aware there hasn’t been a game set in the prison.
Irresponsible Games are looking to change all that with a beautiful, albeit it traditional, point-and-click adventure starring a robber named Joe and his long suffering wife Christine. Both of whom are struggling to put their lives back together since Joe landed himself in the slammer after pulling off a successful armoured car robbery. Where things get really interesting though is that through the fifteen hour story arc, players control both Joe stuck inside Alcatraz and his wife who is carrying on her life outside of the prison, regularly getting hassled by Joe’s former hoodlum buddies eager to learn the location of all the money he stole.
This adds an interesting new dimension to the game’s branching, moral decision-based, plot as both Joe and Christine can essentially screw each other over for their own individual gain. We were shown a brief gameplay demo involving the forcefully separated couple during a prison visit, with Joe talking to his wife behind glass over a telephone. Here we could select all of Joe’s responses, but once back on land the control shifted to Christine who was met by two gangsters pressuring her for information on what was said during her last visit; with dialogue choices varying from telling the random muscle everything or adopting the ‘dumb broad’ approach to throw the hoodlum’s off the scent of her husband’s score.
These decisions have far reaching consequences radically altering the critical path of the campaign, and they’re sure to be plenty of challenging moral decisions to ponder; should Christine just run off with the money and let her husband rot in Alcatraz or should she help him and maintain their bond before god? This is the 1950s after all, that thing was kind of a big deal back then…
While Christine has the whole of San Francisco to explore, Joe is confined to Alcatraz, but Irresponsible Games are sure to manufacture plenty of drama to keep playing as the criminal entertaining. One scene from the gameplay demo featured the protagonist Joe refusing to conspire with prisoners about yet another escape attempt, while in another the former technician was inside the house of the prison’s governer, fixing his wife’s faulty record player. That isn’t a youthamism we promise, but there will be occasions where guards use the talents of the prison population for their own ends.
The nuts and bolts of 1954: Alcatraz appeared very traditional for a point-and-click experience, with the visuals sharing a lot in common with early Telltale releases. Basic gameplay involved searching scenes for clues, combining items and talking with NPCs in order to further the story, but a suitably atmospheric 1950s soundtrack helps keep the action engrossing. Irresponsible Games has absolutely nailed down the period detail of this release, but what interests us is how far they’re going to take the Alcatraz source material.
Will the Penitentiary’s most famous prisoners feature? Will issues associated with solitary confinement, violent guards or dropping soap in the shower rooms be communicated to the player at all? Time will only tell, but we have high hopes that this release will make the most out of its iconic setting.
1954: Alcatraz Preview (PC)
http://www.thesixthaxis.com/2013/10/23/1954-alcatraz-preview-pc/
It’s not particularly surprising, but 1954: Alcatraz features one of the most famous prisons in the world as its backdrop. Filled with the least desirable elements of society – or maybe just the ones stupid enough to get caught – it’s an oft-romanticised setting, despite having only operated as a prison for 29 years.
It’s in the middle of this period that Joe is caught and incarcerated for his role in a bank heist gone wrong. However, he’s the only one who knows where all of the cash is stashed, and at the heart of the game is this one secret, which Joe has to ever-so-carefully manage as he tries to escape and make off with the swag.
In true form for the setting, he has to make uneasy alliances with other characters in order to facilitate his escape from prison in this point and click adventure. The main man initially seems to be Hank, a 99-year-old prisoner who has been planning for years and years. However, he and other members on the team need persuading to work together.

This is where the game can get increasingly complex, as you have to barter and convince him through dialogue. How much do you let on about about your riches on the outside? Do you reveal all and put your trust in these out-and-out criminals, who you really should be wary of trusting, or do you keep it all to yourself and try to convince them using other methods?
Whatever path you choose, the game will branch out based on your decisions. This branching is only amplified by Joe’s wife, Christine, who is a second playable character. The level of trust you have Joe place in her is even more paramount, because she’s the one who can actually go and act upon the information you give her, courtesy of Gaspipe causing a little distraction so you can talk openly without a guard listening in during a visit.
There’s bound to be a strain on that relationship, as Joe has to keep a hold of his secret, while Christine is being pressured and intimidated by the gang on the outside, who would also dearly love to get their hands on the money. What you choose to do will see you hurtling towards one of several endings, where you can go out of your way to see Christine screw Joe over, or work together to share the wealth and live happily ever after.
Their two worlds couldn’t be more different, as Joe makes do on the inside in a fashion which is reminiscent of the Shawshank Redemption. As a bit of a handy man, one scene sees him called in by the Warden’s wife to fix her TV via traditional point and click puzzling, and able to chat to her while waiting for the guard to get the spare parts Joe demands.
Doing favours and staying out of trouble in the day-to-day will be key in the run up to the big escape attempt. Christine, in contrast, has the freedom of the city, with a larger variety of locations to go to and people to interact with.

Her side of the story – you’ll be hopping between the two fairly regularly – will allow the game to really explore the period and San Francisco. All of the locations have wonderful hand drawn artwork in the background, married to 3D models, to really evoke the 1950s and a particular aesthetic; something which is pushed further by the jazz-based soundtrack accompanying the game.
One particularly interesting factor to the story and setting stood out to me, as Joe is an African American and Christine Caucasian. Speaking to Daedalic’s PR Director, Claas Wolter, as he demonstrated the game to us, it doesn’t sound like the racial discrimination of the period is something which the game will tackle head on, but rather deal with in a more subtle manner.
Just as players can see the story branch based off decisions made during the game, it could be that Christine is better able to handle a particular task than Joe. In addition to the gender divide, there would also be an element of a racial undertone where Joe might be flat out turned away from a nightclub, and Christine is able to sweet talk her way in.
It’s these kinds of things which could make this game quite special. A
handful of developers are tackling stories which branch and flow
towards distinct endings based on your decisions, but this is still
something very much in the minority, and combining it with this setting
and story genre will hopefully make 1954: Alcatraz stand out from the
crowd.
As far as settings go, there are few more iconic than Alcatraz Island. America’s long closed yet increasingly infamous penitentiary has been the stage for numerous films, books, plays and television series, but as far as we’re aware there hasn’t been a game set in the prison.
Irresponsible Games are looking to change all that with a beautiful, albeit it traditional, point-and-click adventure starring a robber named Joe and his long suffering wife Christine. Both of whom are struggling to put their lives back together since Joe landed himself in the slammer after pulling off a successful armoured car robbery. Where things get really interesting though is that through the fifteen hour story arc, players control both Joe stuck inside Alcatraz and his wife who is carrying on her life outside of the prison, regularly getting hassled by Joe’s former hoodlum buddies eager to learn the location of all the money he stole.
This adds an interesting new dimension to the game’s branching, moral decision-based, plot as both Joe and Christine can essentially screw each other over for their own individual gain. We were shown a brief gameplay demo involving the forcefully separated couple during a prison visit, with Joe talking to his wife behind glass over a telephone. Here we could select all of Joe’s responses, but once back on land the control shifted to Christine who was met by two gangsters pressuring her for information on what was said during her last visit; with dialogue choices varying from telling the random muscle everything or adopting the ‘dumb broad’ approach to throw the hoodlum’s off the scent of her husband’s score.
These decisions have far reaching consequences radically altering the critical path of the campaign, and they’re sure to be plenty of challenging moral decisions to ponder; should Christine just run off with the money and let her husband rot in Alcatraz or should she help him and maintain their bond before god? This is the 1950s after all, that thing was kind of a big deal back then…
While Christine has the whole of San Francisco to explore, Joe is confined to Alcatraz, but Irresponsible Games are sure to manufacture plenty of drama to keep playing as the criminal entertaining. One scene from the gameplay demo featured the protagonist Joe refusing to conspire with prisoners about yet another escape attempt, while in another the former technician was inside the house of the prison’s governer, fixing his wife’s faulty record player. That isn’t a youthamism we promise, but there will be occasions where guards use the talents of the prison population for their own ends.
The nuts and bolts of 1954: Alcatraz appeared very traditional for a point-and-click experience, with the visuals sharing a lot in common with early Telltale releases. Basic gameplay involved searching scenes for clues, combining items and talking with NPCs in order to further the story, but a suitably atmospheric 1950s soundtrack helps keep the action engrossing. Irresponsible Games has absolutely nailed down the period detail of this release, but what interests us is how far they’re going to take the Alcatraz source material.
Will the Penitentiary’s most famous prisoners feature? Will issues associated with solitary confinement, violent guards or dropping soap in the shower rooms be communicated to the player at all? Time will only tell, but we have high hopes that this release will make the most out of its iconic setting.
1954: Alcatraz Preview (PC)
Escaping The Rock.
http://www.thesixthaxis.com/2013/10/23/1954-alcatraz-preview-pc/It’s not particularly surprising, but 1954: Alcatraz features one of the most famous prisons in the world as its backdrop. Filled with the least desirable elements of society – or maybe just the ones stupid enough to get caught – it’s an oft-romanticised setting, despite having only operated as a prison for 29 years.
It’s in the middle of this period that Joe is caught and incarcerated for his role in a bank heist gone wrong. However, he’s the only one who knows where all of the cash is stashed, and at the heart of the game is this one secret, which Joe has to ever-so-carefully manage as he tries to escape and make off with the swag.
In true form for the setting, he has to make uneasy alliances with other characters in order to facilitate his escape from prison in this point and click adventure. The main man initially seems to be Hank, a 99-year-old prisoner who has been planning for years and years. However, he and other members on the team need persuading to work together.

This is where the game can get increasingly complex, as you have to barter and convince him through dialogue. How much do you let on about about your riches on the outside? Do you reveal all and put your trust in these out-and-out criminals, who you really should be wary of trusting, or do you keep it all to yourself and try to convince them using other methods?
Whatever path you choose, the game will branch out based on your decisions. This branching is only amplified by Joe’s wife, Christine, who is a second playable character. The level of trust you have Joe place in her is even more paramount, because she’s the one who can actually go and act upon the information you give her, courtesy of Gaspipe causing a little distraction so you can talk openly without a guard listening in during a visit.
There’s bound to be a strain on that relationship, as Joe has to keep a hold of his secret, while Christine is being pressured and intimidated by the gang on the outside, who would also dearly love to get their hands on the money. What you choose to do will see you hurtling towards one of several endings, where you can go out of your way to see Christine screw Joe over, or work together to share the wealth and live happily ever after.
Their two worlds couldn’t be more different, as Joe makes do on the inside in a fashion which is reminiscent of the Shawshank Redemption. As a bit of a handy man, one scene sees him called in by the Warden’s wife to fix her TV via traditional point and click puzzling, and able to chat to her while waiting for the guard to get the spare parts Joe demands.
Doing favours and staying out of trouble in the day-to-day will be key in the run up to the big escape attempt. Christine, in contrast, has the freedom of the city, with a larger variety of locations to go to and people to interact with.

Her side of the story – you’ll be hopping between the two fairly regularly – will allow the game to really explore the period and San Francisco. All of the locations have wonderful hand drawn artwork in the background, married to 3D models, to really evoke the 1950s and a particular aesthetic; something which is pushed further by the jazz-based soundtrack accompanying the game.
One particularly interesting factor to the story and setting stood out to me, as Joe is an African American and Christine Caucasian. Speaking to Daedalic’s PR Director, Claas Wolter, as he demonstrated the game to us, it doesn’t sound like the racial discrimination of the period is something which the game will tackle head on, but rather deal with in a more subtle manner.
Just as players can see the story branch based off decisions made during the game, it could be that Christine is better able to handle a particular task than Joe. In addition to the gender divide, there would also be an element of a racial undertone where Joe might be flat out turned away from a nightclub, and Christine is able to sweet talk her way in.
Dave Fennoy "In the Booth With Adam & Erik" #5
Video Game News - they give a shout-out to the talented Cissy Jones-Lin - New segment "In the Director's Chair" with the always awesome Julian Kwasneski and the big interview with the inspiring and amazing Dave Fennoy - voice of Lee Everett in "The Walking Dead" as well as "the Hulu Guy". Enjoy!
Tuesday, August 27, 2013
Alcatraz Dreams
The teasing continues...
8 new screenshots have cropped up for "Alcatraz: 1954"courtesy of the folks over at GamersHell.com.
I dunno, looks pretty heavenly to me!
8 new screenshots have cropped up for "Alcatraz: 1954"courtesy of the folks over at GamersHell.com.
I dunno, looks pretty heavenly to me!
Labels:
alcatraz 1954,
jimedgarvoices.com,
videogame,
voice acting
Friday, April 12, 2013
Oracle Endeca - "Changing the Game"
Finding this video was kind of driving me crazy, as I could see the link on the Oracle site for a few months (this recorded back November), but it wouldn't work (though the other video recorded that day with the talented Lara Asmundson seemed to work fine). While poking around the site today figured out that they had added a gap in the video play string in the page code (and also found another page where it served up without a problem). Gaps don't play nice in code... Of course, it was about that time that I realized had also been posted directly to youtube.
I'm the guy who speaks second, and has the info about how Oracle Endeca Information Discovery helped make things work so well. My "boss" in this was read by Bob Makohin.
(The corrected string on the Oracle site is here.)
I'm the guy who speaks second, and has the info about how Oracle Endeca Information Discovery helped make things work so well. My "boss" in this was read by Bob Makohin.
(The corrected string on the Oracle site is here.)
Labels:
booking,
endeca,
jimedgarvoices.com,
narration,
oracle,
voice acting,
voiceover
Monday, February 4, 2013
Lea Guilino's Floating Studio Newsreel
What a great way to start the week - enjoying fellow voice actor Lea Guilino's retro newsreel coverage of her floating studio!
Another of the supremely talented and creative voice over talents located here in the San Francisco Bay Area.
Another of the supremely talented and creative voice over talents located here in the San Francisco Bay Area.
Labels:
character,
home studio,
humor,
performance,
voice acting,
voiceover
Thursday, January 31, 2013
Sim City Advance Looks At March Delivery!
With EA's recent closed beta preview, it looks like they are in the home stretch for releasing the new SimCity experience. I've seen a few "real-time" videos of the beta play and it looks pretty impressive - with a gorgeous look and compelling detail.
Here's a quick promo of the city expansion packs and basic setup -
Reviews have already popped up as well - games.com and mashable, for example - most of the folks seem to have spent their weekends looping back to the limited-to-one-hour beta and going through things again. Certainly a testament to the quality of this upcoming release.
Can't wait to see it myself!
Here's a quick promo of the city expansion packs and basic setup -
Reviews have already popped up as well - games.com and mashable, for example - most of the folks seem to have spent their weekends looping back to the limited-to-one-hour beta and going through things again. Certainly a testament to the quality of this upcoming release.
Can't wait to see it myself!
Wednesday, August 10, 2011
Autodesk Vault Software Overview Video
This one was kick to work on - I actually got to see the "finished" whiteboard which was used on the project. That was an impressive piece of felt tipped artwork!
The production team was excellent to work with and the clients had a good sense of where they wanted to be in terms of tone - a good balance between being knowledgeable, warm and easy to relate to. The focus here was on providing information to folks who had a good grasp of the subject matter already - no need to "sell" anyone. Just help them understand how the new Vault software would break down barriers and let everyone communicate directly.
The production team was excellent to work with and the clients had a good sense of where they wanted to be in terms of tone - a good balance between being knowledgeable, warm and easy to relate to. The focus here was on providing information to folks who had a good grasp of the subject matter already - no need to "sell" anyone. Just help them understand how the new Vault software would break down barriers and let everyone communicate directly.
Thursday, July 28, 2011
Mel Blanc Radio Interview - 1971
For many people in voice acting, Mel Blanc is one of the nudges of how we got there. Of course, with Mel's characters, "nudge" might not be quite as accurate as "frying pan to the face"... But, the characters that he voiced (as well as those of Dawes Butler) surrounded me growing up, and still provide inspiration and - at times - moral guidance.
Big tip o' the mouse to Sirenetta Leoni over at Inside Voiceover, who shared this wonderful interview with Mel Blanc over at Speaking of Radio.
Big tip o' the mouse to Sirenetta Leoni over at Inside Voiceover, who shared this wonderful interview with Mel Blanc over at Speaking of Radio.
Thursday, May 12, 2011
FireEye.com: The New Threat Landscape

The fine folks at FireEye.com have rolled out their new site upgrade - I'm providing voice for the video "The New Threat Landscape - Are You Protected?" - just go to FireEye.com and click on "Watch The Video" link (there's a cycling display of three options right now on the main screen - just look for the one which gives the video option).
Direct link to the video:
http://www.fireeye.com/resources/videos/two-min-intro.ogv
Sunday, April 24, 2011
Me talking to, uh...Me
One of the projects I've been working on has been a series of product videos for Hitachi. They've been rolling out some IT Operational Analysis software for the US market. If I have the specifics correct, the animations were done for the Asian/Japan market originally, and have been adapted for use in English-speaking markets.
I was lucky enough to land the role of Cary, the IT Manager, who, as the episodes continued, ended up talking with his future self (or past self, depending upon your perspective...). So, in the third of the series, I got to have a dialog with myself:
This has been a fun project, and there should be another episode available before too long.
The other two are here:
Episode 1 - Hitachi IT Operations Analyzer - About Analyzer
Episode 2 - Hitachi IT Operations Analyzer - Simplified Network View
I was lucky enough to land the role of Cary, the IT Manager, who, as the episodes continued, ended up talking with his future self (or past self, depending upon your perspective...). So, in the third of the series, I got to have a dialog with myself:
This has been a fun project, and there should be another episode available before too long.
The other two are here:
Episode 1 - Hitachi IT Operations Analyzer - About Analyzer
Episode 2 - Hitachi IT Operations Analyzer - Simplified Network View
Thursday, April 21, 2011
Thanks for the votes so far!
Had a couple of projects I was working on and hadn't checked the tally with the Neil Gaiman "American Gods" audiobook contest - there was a pretty nice jump in the past day or so!
Thanks to everyone who navigated through the registration page - which then jumps you to a land far, far away from my read page. I must say that the fine folks at bookperk.com might want to tidy up that unnecessary routing...
They have actually begun posting the leader board, and it reminds me a little of bicycle races from my past, where you look up to see the fast folks waaaay up the course. Fact is, I could use another 250 votes if I want to bridge up to the leaders.
The tendency would be to be a little disheartened by that - but honestly, I"m incredibly buoyed by the fact that I've received votes from more than just my wife and brother and sister. Thanks again to everyone who voted, and if you get the chance to do so again (you can vote once per day - hint, hint...), I would greatly appreciate it.
Thanks to everyone who navigated through the registration page - which then jumps you to a land far, far away from my read page. I must say that the fine folks at bookperk.com might want to tidy up that unnecessary routing...
They have actually begun posting the leader board, and it reminds me a little of bicycle races from my past, where you look up to see the fast folks waaaay up the course. Fact is, I could use another 250 votes if I want to bridge up to the leaders.
The tendency would be to be a little disheartened by that - but honestly, I"m incredibly buoyed by the fact that I've received votes from more than just my wife and brother and sister. Thanks again to everyone who voted, and if you get the chance to do so again (you can vote once per day - hint, hint...), I would greatly appreciate it.
Sunday, April 17, 2011
Audiobook Contest Follow-up
I had a couple of people contact me after they had trouble voting at the Neil Gaiman American Gods audiobook contest. I didn't realize that you had to register at the bookperk.com site to vote, and when you first register, it kicks you away from any page you had entered on (hopefully mine) and you have to find my voting page again before you could cast the vote.
So, here are some updated instructions:
1 - If you haven't already registered at the bookperk.com site - go here to do so -
http://neilgaiman.bookperk.com/engine/Welcome.aspx?contestid=29933
2 - Then, go to this handy, easy-to-remember url - http://tinyurl.com/vote-jimedgar - to vote for my read.
3 - If for some reason, you get bounced from my page, you can search for me here - using the search term jimedgar (yep, my name, without a space)
Yep, it's a little clunky, but I do appreciate the effort!
Also, if you want to know a couple of other folks who I strongly recommend, visit the page for
Angela Noble and
Matthew Moy who are both a couple of great actors and fine people.
So, here are some updated instructions:
1 - If you haven't already registered at the bookperk.com site - go here to do so -
http://neilgaiman.bookperk.com/engine/Welcome.aspx?contestid=29933
2 - Then, go to this handy, easy-to-remember url - http://tinyurl.com/vote-jimedgar - to vote for my read.
3 - If for some reason, you get bounced from my page, you can search for me here - using the search term jimedgar (yep, my name, without a space)
Yep, it's a little clunky, but I do appreciate the effort!
Also, if you want to know a couple of other folks who I strongly recommend, visit the page for
Angela Noble and
Matthew Moy who are both a couple of great actors and fine people.
Thursday, April 14, 2011
One of Those Shameless Self-Promotion Stunts
Well, me and (at the time I posted this, anyway...) 660 of my closest friends. Seems that on the 10th Anniversary of publishing American Gods by Neil Gaiman, they are going to release a new edition as well as a new audiobook. The audiobook is kinda where I (and you) come in. They have opened up a spot in the recording to a contest - basically, it's a big honking cattle call.
So, I've read and submitted an excerpt from the book, and I need a bunch of people to vote for me to make it to the final round. Here's a direct link to my page (you may need to register on the site) -
http://neilgaiman.bookperk.com/engine/Details.aspx?p=V&c=29933&s=7800400&i=1#SD
(I'm also stashing a quick little widget over on the left side)
So, head on over and give a listen. If you like what you hear, I'd appreciate your vote.
Thanks!
So, I've read and submitted an excerpt from the book, and I need a bunch of people to vote for me to make it to the final round. Here's a direct link to my page (you may need to register on the site) -
http://neilgaiman.bookperk.com/engine/Details.aspx?p=V&c=29933&s=7800400&i=1#SD
(I'm also stashing a quick little widget over on the left side)
So, head on over and give a listen. If you like what you hear, I'd appreciate your vote.
Thanks!
Sunday, April 10, 2011
Sue Blu Character Workshop
One of the great things about Voicetrax classes and weekend workshops remains the high quality of the teachers who work there. This past weekend, I was lucky enough to nab a slot in a Animation Character Workshop with Susan Blu - someone who, quite literally, has written the book on Voice Acting. (There are others out there, obviously, but it was actually the first book I ever got on VO, and it has become a bit dog-eared over the years.)
I really love all aspects of voice acting, but animated characters are serious fun. (For those of you who read this, but have little exposure to the different disciplines of voice work, I'm talking specifically about television animation - which can include everything from preschool cartoons to primetime, to latenight, over-the-top, pushing the boundries kind of stuff.) It's all high energy, fast paced work with super focused intensity.
Actually, this clip of Charlie Adler gives you a sense of the difference -
Thanks Charlie! But, back to Susan...
It's truly impressive to be a room with someone who can recall a role from 20 years ago and - without missing a beat - bring that character immediately to life. Susan worked with us on deriving characters from very interesting and non-obvious places. She'd be explaining a technique do create a new character and then say, "well, I used this to come up with..." and suddenly, this whole other person appeared in front of us. It was a stunning transformation which happened a few times.
We all got a significant chance to have her direct us on copy, coax us further on characters and share words of her significant experience with us. There's really nothing like working with excellent directors to help you cut through the fluff and get focused. It was certainly a highly talented pool of students, and by the end of the workshop, everyone had raised their game noticeably. Another high quality weekend honing the craft.
I really love all aspects of voice acting, but animated characters are serious fun. (For those of you who read this, but have little exposure to the different disciplines of voice work, I'm talking specifically about television animation - which can include everything from preschool cartoons to primetime, to latenight, over-the-top, pushing the boundries kind of stuff.) It's all high energy, fast paced work with super focused intensity.
Actually, this clip of Charlie Adler gives you a sense of the difference -
Thanks Charlie! But, back to Susan...
It's truly impressive to be a room with someone who can recall a role from 20 years ago and - without missing a beat - bring that character immediately to life. Susan worked with us on deriving characters from very interesting and non-obvious places. She'd be explaining a technique do create a new character and then say, "well, I used this to come up with..." and suddenly, this whole other person appeared in front of us. It was a stunning transformation which happened a few times.
We all got a significant chance to have her direct us on copy, coax us further on characters and share words of her significant experience with us. There's really nothing like working with excellent directors to help you cut through the fluff and get focused. It was certainly a highly talented pool of students, and by the end of the workshop, everyone had raised their game noticeably. Another high quality weekend honing the craft.
Labels:
character,
class report,
voice acting,
voicetrax,
workshop
Sunday, January 9, 2011
An Evening With Billy West
Spent Friday evening down in Sausalito enjoying an interview with Billy West, who was in town at an "Inside the Voice Actor's Studio" event put on by Voicetrax. For the non-voiceover-centric among you, Billy West has voiced a chunk of memorable characters - (references here and here to get you started) such as Ren & Stimpy, several members of the Futurama cast, and currently the Red M&M on their television commercials.
Giving voice to cartoon and animated characters is a big chunk of the siren song which has drawn me to this line of work. The characters of Daws Butler, Mel Blanc and June Foray fired my imagination and became real to me because the actors behind the animation brought such depth to the characters (and the writing and situations were such inventive roller coasters of storytelling).
Billy has continued to bring the commitment to craft forward. It was a rare treat to listen to his rapid patter of reminisces and views. Character work is a tricky combination of physicality, mechanics, commitment and above all - acting. To pull all those things together is a bit of a magician's trick. To consistently do that over a period of time is significant work.
There were a myriad of ideas sown which I'm still considering this morning, inspiration which hopefully will carry my own energy forward a bit, and substantial laughter and love for the craft.
Big thanks to Voicetrax for pulling this together!
Thursday, May 13, 2010
John Muir Health Television Ad
Just got this off the wires this afternoon - here's the John Muir Health ad "Expect Life" which should be starting to run through the East Bay (SF Bay Area) markets.
Yep. That's me doing the voiceover. Fun stuff...
Yep. That's me doing the voiceover. Fun stuff...
Labels:
"john muir health",
television,
voice acting,
voiceover
Tuesday, May 4, 2010
Voicetrax San Francisco Idol Finalists Announced
The finalists for Voicetrax Idol, San Francsico have been announced -
Chris Abell
Ned Clarke
Wes Davis
Roni Gallimore
David Gast
Megan Goldsmith
Dan Greenblatt
Wendy Levy
Rob Sandusky
Philip Adrian Vasquez
Maureen O'Donoghue
Jean Pennington
Liz O'Keefe
Big congratulations to the finalists - they now go on to the final round with individual reads. They are vying for the coveted prize of 6 months of representation with Stars, The Agency, in San Francisco.
It's great to see these folks meet with success - I've worked with almost all of them (some pretty extensively) in classes over the past couple years, and there's nothing like seeing their hard work pay off! You all deserve it - break a leg in the FINALS!
Chris Abell
Ned Clarke
Wes Davis
Roni Gallimore
David Gast
Megan Goldsmith
Dan Greenblatt
Wendy Levy
Rob Sandusky
Philip Adrian Vasquez
Maureen O'Donoghue
Jean Pennington
Liz O'Keefe
Big congratulations to the finalists - they now go on to the final round with individual reads. They are vying for the coveted prize of 6 months of representation with Stars, The Agency, in San Francisco.
It's great to see these folks meet with success - I've worked with almost all of them (some pretty extensively) in classes over the past couple years, and there's nothing like seeing their hard work pay off! You all deserve it - break a leg in the FINALS!
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