Emma
warm, attentive, grounded, genuine, conversational, versatile
Warm British female voice with a grounded northern character.
Gaming voice overs
Easy Tiger Voices casts game voice talent for hero roles, NPC banks, combat barks, loop group and full cinematic performance. Based in London, working with AAA studios and indie teams, delivering pipeline-ready audio in English and 40+ other languages.
Our roster
A selection of the voices we cast for games. Send us your character brief and line count and we will come back with a shortlist matched to the roles.
warm, attentive, grounded, genuine, conversational, versatile
Warm British female voice with a grounded northern character.
authentic, approachable, versatile
A warm British voice artist delivering authentic, engaging and versatile performances.
warm. informed, trustworthy
A warm Irish voice artist delivering informed, engaging and authentic performances.
friendly, versatile, creative
A creative voice artist delivering versatile, engaging and authentic performances.
Why games are different
A commercial has one read and one runtime. A game has a character who has to stay the same person across forty hours, three thousand lines and a combat system that never stops. The brief is character, world and behaviour rather than script and timing, and the casting has to hold up under repetition in a way no other medium demands. That is why we cast games from actors, not from narrators, and why we shape the session around how the audio will actually be triggered in the build.
What we cast for
Hero & cinematic
NPC & systemic
Crowd & efforts
Markets we cover
Localisation is usually the largest single line in a game audio budget, and it needs the same casting discipline as the original. A hero voice in one language should read as a hero voice in all of them. We cast native performers market by market and run every language through one pipeline, so you get one naming convention and one delivery format rather than eleven.
German
One of the largest game markets in Europe. Native Hochdeutsch hero and NPC casting.
French
European French for full localisation, with Canadian French where the title needs it.
Spanish
Castilian and Latin American Spanish cast separately, because players hear the difference.
Japanese
Native Japanese casting for character work, with attention to register and honorifics.
Brazilian Portuguese
A fast-growing games market where localised audio is close to expected.
Italian
Native Italian performance for cinematic dialogue and full NPC banks.
Korean
Korean casting for character and systemic dialogue across PC and console titles.
40+ languages
If your title ships somewhere we have not listed, ask. Our roster runs past forty languages.
Pipeline
A mid-sized title runs to tens of thousands of individual files that have to drop into the engine without anyone opening them. Send us your naming convention before the first session and every file arrives named to it. We deliver to your sample rate and format, with handles and room tone where you need them, ready for Wwise, FMOD or whatever your build uses. Confidentiality is standard, and we sign your NDA rather than asking you to sign ours.
How to brief us
Games are quoted on shape, not just on character count. Tell us how the work splits and we will come back with a focused shortlist, clear rates and realistic scheduling.
Get a quote
We work with game studios, publishers, localisation vendors and audio post houses in the UK and internationally.
hello@easytigervoices.com
0207 183 3750
FAQs
A bark is a short reactive line triggered by something happening in the game rather than by a conversation: a guard spotting you, an enemy calling a flank, a passer-by reacting as you walk past. The difficulty is repetition. A line the player hears twice in a row stops building the world and starts breaking it, so a single trigger usually needs many variations of the same idea. Bark sessions therefore run long relative to their word count, and they are quoted on variation count rather than character count.
Yes, and for most titles that is the sensible way to do it. A good game actor holds several genuinely distinct voices, which keeps the bank affordable and the casting consistent. There is a limit: push one actor across too many roles in the same area of the map and players start hearing the same person twice. We plan the split so repeated voices never sit next to each other in the world.
Yes. Efforts, sometimes called exertions, are the non-verbal half of the job: jumps, climbs, lifts, hits taken, falls, deaths and breathing under load. A combat system runs on them. They are physically demanding and cumulative, so we schedule them as their own block rather than stacking them onto a dialogue day, and we protect the actor’s voice across the run.
Yes, and we would rather have it before the first session than after the first delivery. Send us the naming spec, sample rate, file format and any handle or room tone requirements, and audio arrives ready to drop into the build. We deliver for Wwise, FMOD and direct engine implementation. Renaming tens of thousands of files after the fact is somebody’s week, and it should not be yours.
Yes. We cast native performers market by market rather than translating subtitles, and we run every language through one pipeline so you get a single naming convention and delivery format. Our roster runs past forty languages. We also handle linguistic QA in the build, because a line that reads correctly in a spreadsheet can still be wrong once you know who is saying it and to whom.
Yes. For performance capture, the voice is recorded alongside body and facial performance so the take is one piece rather than a voice grafted onto animation afterwards. For ADR we record to picture, in sync with what is already animated, which comes up most often in cinematics and in localisation where a translated line has to land inside the original window.
Game audio outlives the launch, which makes usage more complicated than it looks. Trailers, marketing cutdowns, DLC and a remaster years later are all separate questions. We settle them at contract stage rather than leaving them open, because going back to an actor two years on costs more and is sometimes not possible at all. Tell us the platforms and the planned life of the title and we will build that into the quote.
Yes. Send us a few lines of your actual dialogue and we will come back with custom auditions rather than stock demos, usually three voices per role, within 24 hours. No charge and no commitment. Hearing a voice handle your character’s actual words is far more useful than a showreel.
Related services
Casting the voice is one part of it. We handle the rest of the audio in-house, across every language and accent on the roster.
Broadcast-quality voices for ads, no hidden usage fees.
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Modules, LMS content and compliance training.
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Character work, comedy and children’s content.
Rough-sync to full lip-sync, plus voice replacement.
Cleaned, mixed and mastered to your delivery spec.
Long-form narration, fiction and non-fiction.