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Chronicles

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A look at AI's impact on video game actors, as some fear their voices might be misused while others hope to collect extra payments on top of a base minimum

The increased use of AI to replicate the voice and movements of actors has benefits but some are concerned over how and when it might be used and who might be left short-changed Threads: @carnage4life Threads: Dare Obasanjo / @carnage4life : The impact of AI on video game voice actors will mirror the democratizing force of the internet.  The best VAs will now be able to license their likeness & voice to make more money.  The average ones will make less as they get less business due to competition from the licensed AI voices & actors. …

The Guardian David Smith

Context & Ripple Effects

Custom synthetic voices were already being developed for game characters and other digital uses through firms such as custom AI voice-actor providers. By 2023, the issue had shifted from technical capability to contracting, with performers being asked to sign away rights to synthetic versions of their voices.

This coverage puts video-game performance work at the point where voice and movement replication become negotiable assets: a possible licensing revenue stream for established talent, but also a source of replacement risk and uncertainty over compensation for other actors.

First-order effects

  • Video-game actors face immediate pressure to define when a studio may reuse or replicate their voice or movements, and what payment accompanies that use.
  • Actors able to license a recognizable voice or likeness may gain income beyond minimum session pay, while performers whose work is substituted by licensed synthetic performances risk fewer bookings.

Second-order effects

  • Studios and game developers have a stronger incentive to seek reusable performance rights up front, making contract terms around consent, scope, and additional payments more consequential in casting.
  • The value of a recognizable performer may increasingly include rights management alongside the recording itself, while less differentiated voice work faces greater price and volume pressure.

Third-order effects

  • If licensing becomes the prevailing model, game performance could split between a smaller group monetizing reusable digital personas and a broader pool competing for work that remains human-recorded.
  • The enduring industry question is whether contracts and collective bargaining can make consent and compensation portable across new uses, rather than treating an initial recording as an open-ended asset.

The trend: This is one instance of AI content commercialization turning performers' voices and likenesses into licensable, reusable production inputs while redistributing bargaining power.