Work on the dubbing of World of Tanks
Good day.
I work in a studio that is engaged in dubbing computer games. I want to talk about how we worked on dubbing World of Tanks.

Of course, many people like to chop in WoT, I myself spent a lot of time and money buying new tanks and premium shells there. The game is cool, no doubt.
But while driving my tanks, self-propelled guns and self-propelled guns, I always wondered with one question.
And surely many of you have asked yourself the same question: "Is it true that the voice acting in the World of Tanks was recorded like this?"

I don’t know whether or not, but it sounds weird, as if recorded on wax rollers, somewhere in the 1920s. Personally, I immediately remember the voice recording of my beloved poet - Mayakovsky.
But technically improving recording quality is only half the battle. In addition to wax rollers, the problem of scoring World of Tanks is that it is monotonous and boring. What is the interest of listening to the same thing?
The caterpillar is damaged, the probability of failure is increased.
The caterpillar is damaged, the probability of failure is increased.
The caterpillar is damaged, the probability of failure is increased.
The caterpillar is damaged, the probability of failure is increased.
Hit
Hit
Hit
Hit
Or so.
It’s as if you are driving not on tanks, but on some old robots.
Monotonous and boring scoring - that's not all. It is not realistic. No one will tell you " The caterpillar is damaged, the probability of a breakdown is increased" in a real battle. Most likely, the driver simply swears hitting his forehead against the armor from a sudden stop of the tank. And believe me, with each new incident, the tank crew will report information in completely different ways.
Commander, the caterpillar is shot down!
Yoeyo, caterpillar!
Let me fix the truck!
Lieutenant, we’ve got a truck!
The goose was ripped off!
In the mouth of the steamer! Now we are the target!
I can go on for a long time. The main thing is simply to imagine yourself in the place of a driver in a combat situation. Cultural driver mechanic. Well, in moderation.
It’s a pity that we can’t use foul language why do we need to limit our audience? And how many interesting options are floating away ... Oh, the great and mighty Russian language ...

In general, it would be cool - if the tankers commented on every game event in different ways. And how is it missing in World of Tanks. That was my train of thought.
But criticizing is easy, anyone can criticize, so I decided to act.
Wrote in Wargaming.net and offered to do so, then wrote again. Then, I realized that anyone can write letters, you need to make a presentation in which you try to present your idea as clearly and clearly as possible.
Then he waited for an answer.
Then he waited.
Then he went to the game forum, went through it as it should, and realized that the game’s device allows users to create their own modifications - and that’s already a lot to start with. At this stage, I must say that I have not worked alone - just the wool forum and to research all the technical aspects, my sound designer Sergey Eibog began to help me.

Things went more fun, because that way I could concentrate entirely on the creative component of the mod - the text.
I created a giant table with 45 columns. He headed the column with game events and began to invent crew phrases for each event. It turned out like this.

We can say that the table goes beyond the horizon.

I immediately decided that for the first version of the mod, you only need to record a commander who will blow off for everyone else - to report to the player about everything that happens in the tank and beyond.
Of course, it was immediately to lay out the text in roles - write down the gunner, loader, driver and radio operator, but this increased the already impressive amount of work, so we decided to add the aforementioned comrades gradually in the next versions of the mod.
Who will be the tank commander? There were almost no doubts - of course, a wonderful St. Petersburg actor Mikhail Khrustalev. We went to the studio, where we recorded all these 45 columns with 20-30 replicas in each.
The process looked like this:
We spent several hours in the studio, and at the output we received one single sound file in which there were all phrases.
This file, which was a huge sound “sausage”, from which it was necessary to first remove the unsuccessful duplicates, and then “cut” the successful ones to get 500-600 individual phrases.

"Cut" replicas, that is, find the necessary phrases and save them in separate audio files - that’s still fun! Perhaps this is the most unpleasant of all the work on scoring.
Almost all the studio’s sound designers have already joined here, so the boring, routine, but painstaking and obligatory work was done relatively quickly.
Yes, and night work is not an obstacle, as you know.

The next step was to choose the effect of the radio, which will be processed replicas of the commander.
My task was to create such an effect that it seemed to be, but at the same time it didn’t interfere. Still, we live in a modern world where there is no need to engage in the total reconstruction of the sound of those years. Enough of the easy effect of talking on a cell phone.
Before choosing the desired effect, we tried options 20.
Then I edited a short video in which I talked about our voice acting and showed how it works.
Another demo recorded in the game.
And ... Everything was ready to finalize the voice acting and put it on the official forum of the game, which I did .
Player reviews began to appear immediately, and almost all of them were positive. The cool game found, in my opinion, an adequate sounding for it, and my idea to at least slightly improve World of Tanks came true.
Thank you for your attention, I hope you were interested.
I work in a studio that is engaged in dubbing computer games. I want to talk about how we worked on dubbing World of Tanks.

Of course, many people like to chop in WoT, I myself spent a lot of time and money buying new tanks and premium shells there. The game is cool, no doubt.
But while driving my tanks, self-propelled guns and self-propelled guns, I always wondered with one question.
And surely many of you have asked yourself the same question: "Is it true that the voice acting in the World of Tanks was recorded like this?"

I don’t know whether or not, but it sounds weird, as if recorded on wax rollers, somewhere in the 1920s. Personally, I immediately remember the voice recording of my beloved poet - Mayakovsky.
But technically improving recording quality is only half the battle. In addition to wax rollers, the problem of scoring World of Tanks is that it is monotonous and boring. What is the interest of listening to the same thing?
The caterpillar is damaged, the probability of failure is increased.
The caterpillar is damaged, the probability of failure is increased.
The caterpillar is damaged, the probability of failure is increased.
The caterpillar is damaged, the probability of failure is increased.
Hit
Hit
Hit
Hit
Or so.
It’s as if you are driving not on tanks, but on some old robots.
Monotonous and boring scoring - that's not all. It is not realistic. No one will tell you " The caterpillar is damaged, the probability of a breakdown is increased" in a real battle. Most likely, the driver simply swears hitting his forehead against the armor from a sudden stop of the tank. And believe me, with each new incident, the tank crew will report information in completely different ways.
Commander, the caterpillar is shot down!
Yoeyo, caterpillar!
Let me fix the truck!
Lieutenant, we’ve got a truck!
The goose was ripped off!
In the mouth of the steamer! Now we are the target!
I can go on for a long time. The main thing is simply to imagine yourself in the place of a driver in a combat situation. Cultural driver mechanic. Well, in moderation.
It’s a pity that we can’t use foul language why do we need to limit our audience? And how many interesting options are floating away ... Oh, the great and mighty Russian language ...

In general, it would be cool - if the tankers commented on every game event in different ways. And how is it missing in World of Tanks. That was my train of thought.
But criticizing is easy, anyone can criticize, so I decided to act.
Wrote in Wargaming.net and offered to do so, then wrote again. Then, I realized that anyone can write letters, you need to make a presentation in which you try to present your idea as clearly and clearly as possible.
Then he waited for an answer.
Then he waited.
Then he went to the game forum, went through it as it should, and realized that the game’s device allows users to create their own modifications - and that’s already a lot to start with. At this stage, I must say that I have not worked alone - just the wool forum and to research all the technical aspects, my sound designer Sergey Eibog began to help me.

Things went more fun, because that way I could concentrate entirely on the creative component of the mod - the text.
I created a giant table with 45 columns. He headed the column with game events and began to invent crew phrases for each event. It turned out like this.

We can say that the table goes beyond the horizon.

I immediately decided that for the first version of the mod, you only need to record a commander who will blow off for everyone else - to report to the player about everything that happens in the tank and beyond.
Of course, it was immediately to lay out the text in roles - write down the gunner, loader, driver and radio operator, but this increased the already impressive amount of work, so we decided to add the aforementioned comrades gradually in the next versions of the mod.
Who will be the tank commander? There were almost no doubts - of course, a wonderful St. Petersburg actor Mikhail Khrustalev. We went to the studio, where we recorded all these 45 columns with 20-30 replicas in each.
The process looked like this:
We spent several hours in the studio, and at the output we received one single sound file in which there were all phrases.
This file, which was a huge sound “sausage”, from which it was necessary to first remove the unsuccessful duplicates, and then “cut” the successful ones to get 500-600 individual phrases.

"Cut" replicas, that is, find the necessary phrases and save them in separate audio files - that’s still fun! Perhaps this is the most unpleasant of all the work on scoring.
Almost all the studio’s sound designers have already joined here, so the boring, routine, but painstaking and obligatory work was done relatively quickly.
Yes, and night work is not an obstacle, as you know.

The next step was to choose the effect of the radio, which will be processed replicas of the commander.
My task was to create such an effect that it seemed to be, but at the same time it didn’t interfere. Still, we live in a modern world where there is no need to engage in the total reconstruction of the sound of those years. Enough of the easy effect of talking on a cell phone.
Before choosing the desired effect, we tried options 20.
Then I edited a short video in which I talked about our voice acting and showed how it works.
Another demo recorded in the game.
And ... Everything was ready to finalize the voice acting and put it on the official forum of the game, which I did .
Player reviews began to appear immediately, and almost all of them were positive. The cool game found, in my opinion, an adequate sounding for it, and my idea to at least slightly improve World of Tanks came true.
Thank you for your attention, I hope you were interested.