TNM is a huge singleplayer mod for Deus Ex based on the gaming community, finally released after 7 years of development.

Report article RSS Feed The Nameless Mod: Recruiting Voice Actors

Your chance to be heard in one of the biggest mod projects of all time!

Posted by Trestkon on Sep 22nd, 2008

Greetings!

The Nameless Mod, after 7 years in development, is hitting the web in just 5 short months.

Currently we have well over 9 hours of voice acting in game. However, we have a significant number of small character left to be voiced, and as such are looking for talented actors to help us finish everything off.

A sample of our in game voice acting can be seen here:


If you have the talent and want to be involved in one of the biggest mod projects in existence, send us a sample!

tnm (AT) offtopicproductions (DAUGHT) com

Cheers!

Post comment Comments
Deadrocks
Deadrocks Sep 23 2008, 12:58am says:

Interesting, I just may.

+1 vote     reply to comment
Trestkon Author
Trestkon Sep 23 2008, 7:53am says:

Please do!

+1 vote   reply to comment
DrTank09
DrTank09 Oct 2 2008, 4:13pm says:

no offence but the voice acting, although smooth holds no... depth, you've given no character to your characters. In that short video segment I wasn't for sure if I was listening to robits or to people. Only slight variations in tone were given to the speech. Truthfully the worst part about this isn't that it is mediocre at best, its that you put in the slightest, and I mean only a hint, of sarcasm... but you didn't follow through, which gives me reason to believe that you have the capabilities to make it better, but still haven't? Why is this? if you put in the time to make something, why not make it good. I am not trying to sit here and throw mindless debauchery at you. This is constructive criticism. I am a high school student, but don't let that fool you, I have been in quite a few plays and musicals in my time, including paid acting gigs, but I was Santa for that one... instead of reading your lines and looking nothing more into them, think of where they have been, what type of quirks do they have, personality. If the male voice was high pitched, I wouldn't be able to tell the difference in character between him and the female. Try asking yourself simple questions like what would my character have done on his birthday, or what would the character say if it was asked this question or that.

"Truthfully, you are not creating a character out of thin air, your are <i>re</i>-creating the character that has resided in your mind and giving it details as to whom you wish it to become." ~Mr.Yonker my English, Speech, and Musical director.

0 votes     reply to comment
Jonas Creator
Jonas Nov 4 2008, 9:40am says:

Thanks for your comments. Sorry for the late reply, but ModDB doesn't seem to inform us when somebody comments on our stuff.

There are a couple of reasons why you might experience this conversation as slightly devoid of character. The primary one is that 90% of our script was written by me, while I was also responsible for writing the story, the books, notepads, newspapers, and emails littering the game world, and later both level design, textures, and a bit of programming.

When you're just one guy responsible for writing close to 200,000 words of dialogue in your free time next to school and work, I'm sure you can understand that it's not feasible to chart out personality sheets for generic citizens with 20 lines of dialogue. Hopefully you'll find our main characters to be slightly more interesting. We posted another clip yesterday which shows a part of a less generic conversation between two our major characters, give it a look and see if you think that's a bit better.

Another reason why our writing might not quite be up to scratch is that the project has gone on for close to 7 years now. When we started this mod, I was 15 years old and still in junior high. Now I'm 22, in college, and signficantly better at English (mind you I'm from Denmark) and writing in general. If you look for it, there's an obvious difference between some of the early dialogue I wrote and my most recent work. We've been revising much of the dialogue throughout development, so most of our conversations are more or less up to scratch now, but it's a big game, and a very large body of text, so I hope you'll forgive us if we've let some bland exchanges or quirky phrasings slip through the cracks.

Cheers.

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Released Mar 14, 2009
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