BANG ZOOM! READIES '.HACK//G.U.' GAME SERIES FOR U.S.
October 17, 2007

BANG ZOOM! READIES '.HACK//G.U.' GAME SERIES FOR U.S.

NAMCO BANDAI Games America approached Bang Zoom! Entertainment to work on game series after hearing of the studio's work on hundreds of well-known anime titles. The publisher asked that Bang Zoom! develop, record and mix a new English soundtrack for the .hack//G.U. series, which contain more than 6,500 lines of dialogue. Further adding to the challenge was the timeframe for completion - just six weeks.

The .hack//G.U. series of games are based on the premise of the animated series and are set amidst a fictional online role playing game. The series' protagonist, Haseo, and his friends look to escape from what has become a digital trap filled with dungeons and monsters.

NAMCO BANDAI Games America producer Masahiro Knittel flew to Los Angeles from Northern California to advise the Bang Zoom! team throughout the recording and mixing process, working closely with ADR director, Tony Oliver. To start, Japanese dialogue was delivered, checked for quality and organized into a cohesive format.

"A huge part included putting all the Japanese files into Pro Tools for easy reference," explains sound engineer Jeff Prosser. "We would refer to these files regularly for comparison in order to get the correct emotions or intensity from the English voice actors. It became a roadmap for the entire project."

Corresponding video elements were delivered as QuickTime and Matroska (Kodak) files, which were then transferred into a Final Cut Pro editing suite as a single continuous video file with streaming timecode for use with script timing.

The new English dialogue had to sync with each character's mouth without changing the meaning or context of the original Japanese. Voice actor Yuri Lowenthal was brought in to voice the role of Haseo. All of the recording was done sequentially, according to how the actual game unfolds. Avalon 737SP pre-mics and Neumann U87 microphones were used for dialogue recording.

Bang Zoom! chief engineer Patrick Rodman began mixing completed tracks as ADR sessions continued. All three of the studio's mix/ADR rooms were used simultaneously for the project. Rodman level matched each of the newly-recorded files by ear and then began processing the dialogue, which included matching the new dub with the same effects and vocal treatments present in the original.

Mixing was done entirely in Pro Tools using a Digidesign Control|24 console. Rodman also balanced and matched EQ, reverbs and pitching using various Pro Tools and Wave plug-ins.