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


CONTACT