VOICE +
DIALOGUE DESIGN
CHARLES PATEMAN
DIALOGUE DESIGNER / SUPERVISOR
SHOWREEL 2025
Showreel 2025
CREDITS
CREDITS
Star Wars Outlaws
Massive Entertainment
2024
Voice Design, Crowd Design, Pre-mix, Mastering, Implementation, Casting
Hyenas
Creative Assembly
Cancelled
Voice Design, Mastering, Implementation, Casting
Total War: Three Kingdoms
Creative Assembly
2019
Crowd Design, Implementation, Casting
Total War: Arena
Creative Assembly
2018
Crowd Design
Total War Saga: Thrones Of Britannia
Creative Assembly
Crowd Design, Mastering, Implementation, Dialogue Editing, Casting
Total War: Rome II - Empire Divided
Creative Assembly
2017
Casting, Mastering, Dialogue Editing
Total War: Warhammer II
Creative Assembly
Voice Design, Crowd Design, Mastering, Implementation
Halo Wars 2
Creative Assembly | Soundcuts
Sound Design, Implementation
Horizon Zero Dawn
OMUK | Guerrilla Games
Dialogue Recording & Editing
Robinson: The Journey
OMUK | Crytek
2016
Dialogue Editing
Sunless Sea: Zubmariner
Soundcuts | Failbetter Games
Sound Design
Deponia Doomsday
OMUK | Daedalic Entertainment
Dialogue Editing
Fable Legends
Lionhead Studios | Soundcuts
Cancelled
Sound Design, Implementation, Dialogue Mastering
Warhammer: End Times - Vermintide
OMUK | Fatshark
Dialogue Recording & Editing
Alienation
OMUK | Housemarque
Dialogue Editing
The Dwarves
OMUK | King Art Games
2015
Dialogue Recording & Editing
Blues And Bullets
OMUK | A Crowd of Monsters
Dialogue Editing
Overview
CHARLES PATEMAN
From an early age, I’ve had a deep fascination with the evocative nature of sound - in particular, how voice can make an invented world feel authentic and lived-in. I’ve been working with voice in audio for over twenty years, ten of them in the games industry. My goal is to explore how my craft can amplify the player’s experience and deliver more effectively for development teams.
The human voice is a powerful psychological tool with enormous potential, but it is complex to develop for games and touches almost every discipline.
Good dialogue design (also known as voice design) comprises detailed knowledge of voice and performance, audio design thinking, recording pipelines, and the technical acumen to orchestrate disparate voice features to work together flawlessly.
In dialogue design, you need to be adept at planning for a number of eventualities, and I have a keen eye for identifying challenges and opportunities in equal measure, ensuring that voice stays both on time and on tone, and ultimately remains in service of a project’s creative direction.
Whether it’s VO mastering which supports both creative and technical aspects of your mix, or developing the crowd walla that transforms static environments into living, breathing ecosystems, my approach to dialogue design can help you steer past the elephant traps and get it right the first time.
ARTICLES
ARTICLES
Articles on Game Audio
Asoundeffect.com | November 6, 2024
Audiokinetic.com | January 26, 2023
Audiomediainternational.com | 6 December 2017
Audiokinetic.com | April 09, 2025