An Interview With Kris Zimmerman On Voice Directing & Timing
Kris Zimmerman began her career eight years ago as a voice director of animation programming. After studying under respected stage and screen director Gordon Hunt at Hanna-Barbera, Zimmerman climbed the studio ladder and eventually branched out on her own as a freelance director in 1994. Her produced credits include Hanna-Barbera's Cow and Chicken, I Am Weasel, Jonny Quest and a number of Scooby Doo features for home video. In addition, she directed Metal Gear Solid, the much-lauded Sony PlayStation game. Zimmerman is currently helming Weird-Ohs, a Mainframe Entertainment series that will debut this September on the Fox Family Channel. Also, along with veteran voice actor Charlie Adler, Zimmerman teaches a successful voice acting workshop.
Laura Schiff: As a voice director, what are some of the responsibilities
of your job?
Kris Zimmerman: What we do is we take the script or storyboard,
hire our actors to come in, and record it. I prefer to take them through
it like a radio play. The voice director is responsible for watching
the script, watching the story board, listening to the actors, and
making sure that they paint the picture of the story vocally so that
it matches what the artists', and writers', needs are. We might have
a brief rehearsal beforehand. At that point, I can describe to them
the action, tell them how their characters are moving, where they
are -- if they're sneaking around a corner and need to be quiet, if
they're on the top of a 20-story building shouting down to someone
below them -- so that at the time of the session, when we actually
put it on tape, they'll have a little more idea of the environment
around them.
LS: What's the advantage of recording it like a radio play,
as opposed to each actor delivering their lines in isolation?
KZ: I prefer to have the interaction between the characters,
but you can do it the other way, too. I remember we were doing Captain
Planet several years ago, and I think five of the main characters
were in different parts of the world. We had to pick them up from
wherever they were, but when the show was cut together, you couldn't
tell. It all sounded like they were responding to each other. That
has to do with my memory as the director, in remembering how one actor
said a line, so that the other one can respond accordingly.
LS: How do you make sure that their voices are timed to the
animation?
KZ: The animation comes second. Most of the time, they animate
to the dialogue track. But sometimes you'll get a foreign cartoon
that's in a different language and they need to translate it into
English and have the actors come in and do what's called ADR, automatic
dialogue replacement. In this case, they will actually be watching
the cartoon and would have a cue in to when they're supposed to start
speaking. Then it's a matter of watching and speaking as quickly as
that mouth is moving, and with the same emphasis as that mouth is
moving. Sometimes it's difficult because if it were perhaps translated
from Japanese to English, sometimes three or four words in their language
ends up being about ten in ours. So you have to kind of cheat a little
bit, either kind of ignore the lips of the character or find a different,
shorter way to say the same thing. Or a longer way to say the same
thing. There's been many instances where "Hey!" gets added
in front of a line, or some small, almost meaningless word, just to
add an extra syllable.
LS: What are some other difficulties that you face as a voice
director?
KZ: Sometimes there are many opinions involved in the performances.
For instance, how a character should be played or how a line should
be read -- and sometimes those opinions don't necessarily mix with
each other. As a director, I need to have my own opinion about what
works. I need to be able to give the producers a reason why something
works or something doesn't.























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