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11:00am
Nathaniel Marten Lucky 13 Action Ltd11:00am - 11:45amRoom 5Action Design and Stunt Coordination for Cinematics and Gameplay - Q&A
Wednesday 15th July11:00am - 11:45amRoom 5A question and answer session focussing on the process of designing action content and coordinating stunt shoots within Game Development.
Subject areas could range from the key safety requirements developers should expect a coordinator to manage through to the creative elements that factor in to producing great action content and the steps developers can take to maximise what can be attained from their capture process.
Depending on the space, live demonstration of key concepts with performers could be included. I believe this would elevate the session significantly but there are factors that would need to be discussed to ensure this is viable.
Session Takeaway
- Clarity - Answer key questions and give practical advice regarding the process of creating and capturing action content
- Action in Performance - Explore how action content is created, what can be achieved and how it can enhance and support Cinematic and Gameplay production
- Safe Practice - How a Coordinator can help developers manage and mitigate risk, allowing them to navigate action requirements safely and effectively.
12:00pm
Gareth Taylor Freelance & The Mocap Vaults12:00pm - 12:45pmRoom 5How to Enhance your Mocap/P-Cap Shoot: A Collaborative Guide for Game Devs and Performers
Wednesday 15th July12:00pm - 12:45pmRoom 5This talk centres around the collaboration between the Game Developer and the Performer.
For almost 25 wonderful years I’ve been working in Motion and Performance Capture. I’ve been fortunate to have performed in over 50 AAA titles as well as multiple feature films. I have transitioned to Performance Directing and 1st AD roles for Mocap and Performance Capture shoots and as such, I assist in the collaboration between Game Developers and Performers to prepare for and deliver a shoot, harnessing passion, precision and performance.
In this talk, I share my experience on how developers and actors alike can get the most out of their time in the volume. From choosing their actors and auditioning, to preparing shot-lists and streamlining their schedules to ensure an environment in which both can thrive.
This talk aims to unite the two creative worlds, and doubles as a talk for Performers, Casting Directors and Agents to include techniques for auditioning, building digital characters, working in digital environments; as well as common questions and fears that come with stepping into the volume.
This is useful for the dev teams and casting directors to witness, to improve communication and expectations, and understand better how to prepare the actor for their days in Lycra.
Session Takeaway
- How to prepare for/as an actor on a Motion or Performance Capture shoot, to achieve the best data; aligned to the creative vision.
- How to prepare a shoot that is both actor friendly and more efficient.
- Acting in the digital realm. How casting directors/performers can help Game Devs achieve the most out of their time in the volume; acting techniques for games.
2:00pm
Lexington Vanderberg The Halp NetworkJulia Bianco Schoeffling The Halp NetworkKatie Young Liquid VioletKirsty Gillmore Freelance Voice & Performance Director2:00pm - 2:45pmRoom 5Press Start, Mind the Gap: Bridging US and UK Game Casting & Production pipelines
Wednesday 15th July2:00pm - 2:45pmRoom 5As video game production increasingly spans borders, casting and voice recording across the US and UK has become less of a novelty and more of a necessity. With this comes a unique set of creative, logistical, and cultural challenges. This talk explores what it actually takes to run successful split US/UK casts, from aligning developers to two very different acting climates to building workflows that don’t fall apart when your team is in a whole other time zone.
We’ll dig into the realities behind contracts, pay expectations, session structures, and scheduling differences, and how to set clear expectations with developers early on so production remains fair, efficient, and actor friendly on both sides of the Atlantic without forcing one market’s standards onto another.
Attendees will leave with practical strategies for creating and understanding equitable production pipelines that still deliver one cohesive game.
Session Takeaway
- Practical strategies and ideas for creating equitable production pipelines that still deliver one cohesive game.
- Understanding of where they fit into the pipeline as actors, directors, agents, etc and how best to contribute.
- Better understanding of how game dev pipelines work to be a better collaborator.
3:00pm
Natalie Edwards Nordlings3:00pm - 3:45pmRoom 5Skill Buff: Auditions, Agents, and Building a Career in Game Performance
Wednesday 15th July3:00pm - 3:45pmRoom 5The video game performance landscape has evolved rapidly - voiceover is no longer the final stop, and performance capture is no longer a mystery reserved for a select few. Drawing on eight years of hands-on experience representing voice and performance capture talent across the gaming industry, this talk offers a practical, unfiltered look at how actors can build sustainable, future-proof careers in games.
From booking early VO roles to navigating the growing demand for full-body performance capture, I’ll break down what studios are actually looking for, how casting expectations have changed, and where opportunities are expanding fastest. With a roster of actors holding multiple AAA and indie game credits - and a dedicated mocap division launched in 2024 - I’ve had a front-row seat to the shifts reshaping this space.
This session is designed for both emerging actors looking to break into games and seasoned professionals seeking to evolve alongside the industry. Attendees will gain clear insight into career pathways, skill gaps, representation realities, and how to position themselves for long-term success in an increasingly performance-driven medium.
Whether you’re stepping into the booth for the first time or onto the volume for the next generation of games, this talk will help you understand where you fit - and how to move forward with confidence.
Who This Talk Is For
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Actors new to video game voiceover
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Established VO actors curious about mocap
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Experienced performers navigating career longevity in games
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Anyone seeking a realistic, insider perspective on representation and casting trends
Key Takeaways
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How game VO careers typically actually progress
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The rise of performance capture and what it means for actors
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Common misconceptions that hold actors back
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What agents and casting teams value right now
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Practical advice for staying competitive in a shifting industry
Session Takeaway
- A realistic understanding of how game voiceover and performance capture careers actually develop
- Clear insight into current industry expectations and where opportunities are growing
- Practical guidance on how actors at any stage can adapt and build long term careers in games
5:45pm
DB Cooper DBCooperVO, LLC5:45pm - 6:30pmRoom 5VO Audition LIVE!
Wednesday 15th July5:45pm - 6:30pmRoom 5What auditions get attention? Actors are rarely directed in the audition process so how can they learn what works and what doesn't?
Some game auditions are loaded with lore, character details, and direction. Others have a handful of lines with no context.Casting people can hear whether or not an actor is connecting to the character, but how does an actor do that? Actors need to craft performances that stand out, so they’re heard above the roar of actors “playing it safe”.
This interactive talk takes participants thru the examination, analysis, and execution of real video game audition scripts, with the intent of catching and holding a casting director's interest and curiosity.Session Takeaway
Attendees will Learn to
- take an audition document and find a sense of character and scene
- explore actions and emotional states
- play, go off-road, be daring
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There are no sessions on this day.



















