Spine, animation software trailer video (male)

Spine, animation software trailer video (male)

Project Overview

I'm an indie software developer that makes a tool for building animation for use in video games: Spine. I've been working on a new video for the homepage, you can see an early version here. I'm in need of a voice over from about 1:00 to 2:20, about a minute of speaking total.

I'm looking for a male voice that is calm and has a professional feel to it. I don't want it to be too "flashy" or overexcited since this is a professional tool, not a video game (or a Michael Bay movie!).

Here is a competitor's video. I really don't like this, it is over the top happy and feels like they are speaking to children.

I've tried two voice actors so far. The first (speaking starts at ~1:00) was good, but was maybe a bit rushed when he did it. Some of the phrases end on a "high", which is a little odd when there is a few seconds pause after the phrase. The second I didn't like as much. The first sentence feels a little cheesy and there were some mistakes like missing a plural or smushing pronunciation of words in the longer sentences.

If I use your version I can offer you ~$50 via PayPal (negotiable).

Thanks for your consideration!

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Project Roles: Voice over guy
Voice Actor
Voice Actor
Voice over guy
closed
Unpaid
cast offsite

The whole script is below, feel free to audition any or all of it. See the first or second voice actors examples to get an idea of the pauses. See the early video to get an idea of the content being shown (speaking would start at 1:00).

The first and last lines are quite important.


Spine is a 2D animation tool for games.

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Animating with Spine is done by attaching images to bones, then animating the bones.

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Traditional spritesheet animations take up an enormous amount of space and are tedious to create.

Spine animations are tiny, easy to create, and provide much more mileage from the same art.

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Spine has many powerful features to bring your animations to life.

Meshes allow images to bend and deform in realistic ways.

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Meshes can be bound to bones, then when the bones are animated, the images are deformed automatically.

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Spine's intuitive tools organize your project and animations.

The dopesheet provides a detailed view of an animation, allowing you to easily refine timing.

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Inverse kinematics simplifies the animation process and enables advanced animations with less effort.

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Spine's workflow doesn't stop at designing your animations.

Spine provides runtimes to be integrated into your games to render your animations just as they do in Spine.

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Spine skeletons can be manipulated through code at runtime to react dynamically to what is happening in the game.

Aim at the mouse cursor, look toward nearby enemies, change which images are attached, and much more.

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Spine provides a start to finish solution, from creating amazing animation all the way to integrating it into your games.

Join the animation revolution and bring your games to life using Spine.

  • Spine is a 2D animation tool for games.

  • Join the animation revolution and bring your games to life using Spine.

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