This is an example with ‘generic’ sounds they have other sets for NPCs and stuff. But you cannot have these in a game, because each of the voice actors are acting too much. They are trying to create a visual of the character, a personality. But having so much character requires very specific art to go with very specific voice.
Maybe I am too picky about sound and audio, but from the asset store I’m looking for:
So what you mean is that those phrases are “too” specific, that they make unimportant NPCs over-act instead of blending in with the background as they should, is that what you mean? You can never be too picky with what you want to make your game succeed Er well, you can, but it’s more of a matter of economic feasibility in that case.
Yes, each voice has a very specific character that goes with it.
I do not want a character, I want an activity, response or emotion. For a character, you can’t use stock voice work, you need to hire someone to have exactly what you need.
Okay, that makes more sense now, I’ll see if I can modify the script to account for both characters and background phrases. I think it is possible to have an actual stock character for different games, but you’re right that it wouldn’t account for all possible circumstances that a game designer would want, unless it’s a very large selection. If they have like their own little world with different countries and tribes and stuff like that, they probably want their character to talk about it, but I think if I have enough success here on the asset store I can rearrange the structure of how I create vocal products to produce specific phrases people want my using the same voice actor and just making subtle variations for the voices of different characters. It would be like a sort of queue, like with 3D printing, where maybe 15 people in a way “pre-order” scripts that they want up to an overall threshold, and then those vocals get produced. That way minimum quotas would be met to keep the service feasible while literally giving designers exactly what they want.
In terms of sales, you might also want to considered theme or region. Look at any very popular game, like Skyrim, Call of Duty, or Assassins Creed, listen to their NPC voice work. Then make a pack that matches the style of the game.
“Nordic Village Voices” ← for guy who wants to make skyrim
“Modern Barracks Voices” ← for guy who is making a shooter
“Survivor Campfire Voices” ← for guy who wants to make survival game
These would be background characters and ambient color.
I also agree with that, but I think starting out here, because I can’t possibly anticipate the demand for such niche products, that I should work on things that are more general and then gradually release assets that are more and more specific. However, I think your point about vocals for background NPCs is valid so I will put more emphasis on those types of phrases when writing scripts.
True, it is worth noting that this is how the 3d art (best selling) categories on asset store work though. You could make a voice pack to go along with specific very popular 3d assets. That could also work.
Maybe you could contact a 3d art vendor and attempt to do cross promotion, etc.
Anyone who is using the asset store for voice work definitely uses it for other areas also.
Maybe contact Polygonmaker, he is author of some of the most popular character packs.
That’s something to think about, I’ll look into it, thanks for bringing that up. I wouldn’t think an asset store as new as unity would let me actively collaborate and split the profit from a product, especially one that’s already been released, but I’ll give it a try when I get another budgetary injection.