Game Development Reference
Vo i c eove r f or Squidbillies: Floor It! Rusty and Early discuss various points of
interest as Rusty flies through town. These are back-and-forth bits of dialogue
that will sound during normal gameplay.
RE 01 01 Normal
I feel like Icarus, soarin' aloft on wings of
wax and hubris.
RE 01 02 Normal
What the Hell you sayin', boy?
RE 01 03 Normal
That there mail's gonna be late, I reckon.
Granny? Granny! You all right?
Don't kill me Daddy! I'm sorry! I'm sorry!
Aw, crap. Russell! Apologinate yourself to
Well, hell. I guess you're gonna need to get
his wallet, too.
That's what you get what you's a damn
sinner, ain't it?
Table 16.1. Voiceover script for Squidbillies: Floor It!
One area of casual games that has largely been avoided because of costs and other
practical considerations is voiceover (VO). Should you use voiceover in casual games
Well, there are a few considerations to take into account. Is the game a licensed
tie-in? If so, the client may want voiceover as part of the game, to strengthen the
brand. Of course, the client may also insist that you simply use existing VO from
the brand, but this is rarely a good way to do it. If you're going to include voiceover
at all, it's best to try to get that VO integrated with the game as best you can, which
means that canned VO will rarely work.
Another thing to remember when attempting VO in a casual game is time. A
good measuring standard is to assume that in every second of VO, an actor can
say three words. If you have a paragraph of lines for that character, the game may
suddenly become less casual as these lines take what seems like forever to finish. You