Alicyn Packard
👤 PersonAppearances Over Time
Podcast Appearances
I mean, I think each scene just calls for a different level of physicality. And so, for example, when I was working on Call of Duty, you know, I would be like on the ground. We also had... Shooting people. A scully cat with those microphones.
I mean, I think each scene just calls for a different level of physicality. And so, for example, when I was working on Call of Duty, you know, I would be like on the ground. We also had... Shooting people. A scully cat with those microphones.
I mean, I think each scene just calls for a different level of physicality. And so, for example, when I was working on Call of Duty, you know, I would be like on the ground. We also had... Shooting people. A scully cat with those microphones.
Yeah. Just the microphones.
Yeah. Just the microphones.
Yeah. Just the microphones.
So you're not tethered to this microphone. Monster Hunter, we had that as well.
So you're not tethered to this microphone. Monster Hunter, we had that as well.
So you're not tethered to this microphone. Monster Hunter, we had that as well.
Funnily enough, there were mannequins in the booth to absorb the sound, so I would use those as my eyelines. If I was shouting across the room, I would direct it towards that. You're kind of moving through space, you want to get in there and be as physical as possible. Yeah, it's just kind of each game and each scene is a little bit different.
Funnily enough, there were mannequins in the booth to absorb the sound, so I would use those as my eyelines. If I was shouting across the room, I would direct it towards that. You're kind of moving through space, you want to get in there and be as physical as possible. Yeah, it's just kind of each game and each scene is a little bit different.
Funnily enough, there were mannequins in the booth to absorb the sound, so I would use those as my eyelines. If I was shouting across the room, I would direct it towards that. You're kind of moving through space, you want to get in there and be as physical as possible. Yeah, it's just kind of each game and each scene is a little bit different.
I did Ratchet and Clank, Rift Apart, a couple different fun characters in there, and that was more like an animated series, you know, some kind of more fun, bigger kind of characters and still grounded. But there was less of that. Although I did play a pirate that was like, you know, slicing and dicing. But yeah, it's so interesting how each project is its own little world.
I did Ratchet and Clank, Rift Apart, a couple different fun characters in there, and that was more like an animated series, you know, some kind of more fun, bigger kind of characters and still grounded. But there was less of that. Although I did play a pirate that was like, you know, slicing and dicing. But yeah, it's so interesting how each project is its own little world.
I did Ratchet and Clank, Rift Apart, a couple different fun characters in there, and that was more like an animated series, you know, some kind of more fun, bigger kind of characters and still grounded. But there was less of that. Although I did play a pirate that was like, you know, slicing and dicing. But yeah, it's so interesting how each project is its own little world.
And you want to sink into the world. You want to sink into the character and just really serve the script and serve the project. And everything's a little different.
And you want to sink into the world. You want to sink into the character and just really serve the script and serve the project. And everything's a little different.
And you want to sink into the world. You want to sink into the character and just really serve the script and serve the project. And everything's a little different.
I think that starts with casting. They try to cast someone who's the best vocal print and gives off that vibe. And then you work with the director and they really help hone in that performance to make sure that it's honoring the game and the franchise and the world and the character. But also, we are also honoring the Japanese actors as well.
I think that starts with casting. They try to cast someone who's the best vocal print and gives off that vibe. And then you work with the director and they really help hone in that performance to make sure that it's honoring the game and the franchise and the world and the character. But also, we are also honoring the Japanese actors as well.