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July 10, 2008

Helium Happenings

 
 

 
My article on Getting Started in Voiceovers is featured today on Helium's home page. A hat-tip from me to the Helium team.

Also featured are excellent VO articles by Natalie Nicole Gilbert and Doc Phillips. Give those a look while you're there, and take a look at the larger Helium community; it's a terrific resource for articles on just about any topic imaginable.

 

UPDATE (7/11/08): I received a message from a Helium user after yesterday's front-page showing:

 

I read your article on voiceovers (congrats on making the front page of Helium) - you have an excellent writing style, phenomenal understanding of words and their use in the English language, and easily share your knowledge without sounding pompous. Thank you for bringing your talent to Helium.

C.M.Erickson
Coffee sub-channel steward

 

C.M. didn't leave an e-mail address, so I hope it's okay if I offer humble thanks here for those kind words. 

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June 04, 2008

More D'oh! for Homer.

...and for his family, too.

 

 

 

 

Per their new deal with FOX, the lead actors on The Simpsons (Dan Castellaneta, Julie Kavner, Nancy Cartwright, Yeardley Smith and Hank Azaria) will be paid nearly $400,000 per episode.

I haven't (and probably won't) check out the inevitable internet comments decrying them as overpaid, but I imagine they'll probably go something like this: 

"Voice acting is just talking into a mic! Besides, my brother's friend's cousin can do all the Simpsons voices perfectly and would be thrilled to do it for the low low fee of (A) a daily bag of Cheetos and (B) Jessica Alba's phone number."

Okay, I have to admit, I might do it just for the last item. 

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May 28, 2008

"Overpaid Voice Actors", episode # 48,763

 

Niko Bellic stalks in Grand Theft Auto IV.
 

 

 

With this story all over the news of late...

A Video Game Star and His Less-Than-Stellar Pay

...it was probably due to rear its ugly head again.

By "it", I refer to the deluge of internet commentary that inevitably follows any and all media reports of voice actors seeking residuals for videogame work. It ranges from the stupefyingly uninformed ("You get paid big bucks just to sit there and talk into a mic, so STFU") to the kind of union-bashing, anti-residuals snark that evokes the ghost of mogul Lew Wasserman (who once famously said "When my plumber fixes my toilet, I don't pay him every time I flush the @#%$ thing!"). The first opinion isn't worth wasting keystrokes refuting, and the second I'll address later.

Somewhat more reasoned are the arguments that game programmers don't get royalties, and that because their contribution is at least as vital as the actors, the latter shouldn't keep getting paid after the fact. Yes, I have heard tales of game companies overworking and underpaying its programmers, testers, and developers; and if this is becoming the norm rather than the exception, then that's an inequity that also needs to be addressed. Generally speaking, though, a simple (but key) distinction is often lost in this argument: members of the creative team work on salary, while the voice actor is a freelancer.

Viewed without this information, it's easy to think of our VO actor as being greedy, an unscrupulous sod; trying to squeeze out yet more money from a game, a few bucks at a time, after already sitting on a king's ransom. Mine isn't an unbiased viewpoint, but I'm nonetheless here to tell you that it just ain't so. It's important to remember that sales-based residuals aren't "bonuses" or "extra money", as many people out there seem to think. They're deferred payments against the lifetime value of the work. In other words, when residuals are part of a negotiated contract --- something that's not currently part of SAG and AFTRA's "new media" agreements --- the studio is essentially saying "your work is worth X, but that's too large an amount for us to pay up front. Therefore, we'll pay you a smaller percentage up front, and if the game is a success, then we'll pay you the remainder of that value over time." Samuel L. Jackson and Ray Liotta get weekly checks for their movie roles not because their performances are stellar, but because their client (the studio) is on an installment plan. (This is one reason why the studios, long ago, agreed to the royalties system proposed by SAG; it places a risk on the part of the actor --- he stands to lose 80% of the value of his work --- alongside the financial risk incurred by the studio on that project.)

There even exist a few voice actors, some for whom I have great respect, who are of the opinion that Hollick signed the contract, knew what he was getting into, and should stop bumping his gums about the lack of residuals. Leaving aside the fact that his contract doesn't cover the use of his voice for promotional purposes over the Internet: who are any of us to tell an unknown voice actor to say no to a six-figure payday, even one that isn't currently as equitable as it should be?  As much as I admire those who stick to their principles when it's least convenient --- and they are to be admired --- actors have to eat. (Also, 100 grand is nothing to sneeze at, but it doesn't go as far when you live in NYC or L.A; and residence in these cities is pretty much required for an actor to do videogame VO work .)

Another such colleague has opined that voice actors shouldn't receive royalties for games, with the reasoning that gamers don't buy titles based on the quality of the actor's performance. This may be true to a degree --- mitigated in no small part by the willingness of those same gamers to flame bad voice acting in game forums --- but it misses the point by a mile. Again, TV and film actors receive royalties for their work not because of their sheer acting prowess, but because the performing unions fought to ensure that these artists --- regardless of the artist's ability or inability to act his or her way out of a paper bag --- aren't left with an inequitable share of profits. The unions understood well that competition for acting jobs is fierce, to a degree that few other industries and professions can relate to.

Or, put another way, in the form of a rebuttal to Lew Wasserman: your plumber doesn't have to audition for his next job against hundreds of other hopeful wannabe plumbers, hoping against hope that he'll land the gig. Taking it a step farther: If the plumber had fixed the toilet so that it spat out a thousand bucks every time it was flushed, he'd be justified in asking for a percentage of that payout. But I digress.

Bottom line: the percentage of actors who can wrap up one job, then count on another gig being in place the next day, is small. As in single digits.

All this may be moot, however, if SAG and AFTRA are unable to negotiate residuals into their new contracts with the studios and production companies (represented by AMPTP). The TV writers were reasonably successful in their quest, but that's no guarantee. We'll see.

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May 05, 2008

New Client: Rove Mobile

Happy to have Rove Mobile as a new client; I'll be voicing an introductory video clip for their new application. Rove creates IT and business software for handheld devices.

 

 
 
 
 
 
 

 

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March 17, 2008

Do That Resource!

 

 

 

 

This little ol' DTV blog gets a feather in its cap from Voices.com; it's listed as one of their 100+ Industry Resources for Voice Over Talent, the latest in their series of VO talent tools.

Thanks to Stephanie and co. for seeing fit to include me; if you agree that DTV has been a valuable resource, I hope you'll pass along my link and subscription information to anyone interested in voiceover.

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November 02, 2007

Striking News

Looks like a Writer's Guild strike is imminent, with the most recent reports indicating only the slightest chance of last-minute talks to avert a crippling walkout. 

At first glance, the driving force behind this might simply appear to be a demand for wage increases. In fact, it's as much about the changing nature of entertainment delivery (DVD, streaming media, etc.) as it is about dollars and cents. From today's AdAge:

 

In the early '80s, the Hollywood's writers made what has become to be regarded as the worst deal since Manhattan was sold for some wampum and blankets: When the writers originally signed their pact with producers about how they would be compensated for work viewed on home video, they agreed that 80% of the revenue would immediately be kept aside for the studios, leaving only 20% of the revenue available for royalties. The upshot? While a film or TV show might sell for $19.99 on home video, a writer will typically receive less than a nickel from that sale.

"Welcome to class warfare," deadpanned Jonathan Handel, an entertainment lawyer at Troy & Gould who specializes in internet law, and who formerly was associate counsel to the WGA from 1994-1995. "The home-video agreement doesn't even make sense for home video anymore, let alone the internet."

Mr. Handel explained that the 80/20 split of home-video spoils might have been tenable in 1982, when video cassettes were a costly media to produce and often subsidized by studios seeking to create a new revenue stream. But the cost of manufacturing a DVD is now pegged at 25 cents; digital distribution is, he argued, even cheaper, because there is no physical media to produce at all. [I'm reminded of the 80s, when the music industry charged more for the "brand-new" CD format, even though production costs had plummeted fairly quickly after the format became a hit. --- DH]

Moreover, the studios are making more than they ever had before: Last year, all-media revenue from filmed entertainment -- money from home video, TV, theatrical release and pay TV -- grew 8% to a record $42.6 billion.

 

This is 100% speculation on my part, but there's a slight possibility that a writers' strike could push back the previously-mentioned videogame project I'm booked for. The game ties in with a movie release lated for 2008, but that film has (reportedly) already been delayed by script rewrites. I'll just keep my fingers crossed and continue to work as much as possible in the meantime. 

UPDATE: Well, per some information in the link (provided in the comments by my good friend Mary), it looks like my speculation was probably correct. The strike is hitting home, even here in Texas...
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October 24, 2007

This Time, Free is Good.

 

If you've read any of this blog in the past, you'll know that I'm usually skeptical of things given away for free; in terms of value, one usually gets what one pays for. With that in mind, I'm pleased to be able to report a happy exception to that rule. (Many thanks to fellow VO artist Joe Rodriguez for finding this one first.)

Intuit, the makers of Quickbooks (you may have heard the name; it's the market leader in small business accounting software) has made their QuickBooks Simplestart 2008 accounting software available for free. While you'd be right in thinking that this package isn't as fully-featured as the paid editions, it's not a time-limited demo or a stripped-bare version either; it's a completely functional program that allows you to create professional-looking invoices and sales receipts, track customer and vendor contacts, and further organize your business expenses. I've started using it myself the past few days, and I'm glad to say it makes this aspect of the business less of a chore.

Oh, and while I wouldn't be opposed to the idea, I assure you that this isn't a paid endorsement. It's rare that "free" and "worthwhile" go together, so I'm more than happy to let everyone know when it does.

 

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