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Chronicles

The story behind the story

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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

David Smith / The Guardian : Threads: @carnage4life . LinkedIn: National Association … 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. … LinkedIn: National Association of Voice Actors : “Thank you to The Guardian for the opportunity to share my thoughts and concerns from the NAVA perspective and for featuring Cissy Jones Lin so prominently.” …

The Guardian David Smith

Context & Ripple Effects

Custom synthetic voices were already moving from assistants and corporate media into game-character production through companies such as WellSaid Labs and VocaliD. At the same time, performers reported being asked to sign away rights for synthetic versions of their voices, making game-actor licensing a labor-market and consent issue rather than just a production tool.

This coverage sharpens the split in outcomes: established actors may be able to monetize licensed voice-and-likeness use, while less-established performers face a larger pool of reusable synthetic alternatives.

First-order effects

  • Video game voice actors must weigh new licensing income against the risk that a recorded performance or likeness is reused beyond the work they expected to do.
  • Studios and clients gain a potential route to secure reusable AI voice assets, while actors without comparable licensing leverage may face less demand for new sessions.

Second-order effects

  • Talent representatives and performer groups are likely to focus negotiations on consent, permitted uses, and compensation for synthetic voice rights rather than session fees alone.
  • The value of distinctive, recognizable voices may rise as licensable assets, widening the earnings gap between performers who can sell those rights and those competing for conventional roles.

Third-order effects

  • If licensed synthetic voices become routine, voice work could shift from a session-based service toward a rights-managed asset market, with contracts determining who captures recurring value.
  • The central industry question becomes whether consent and payment standards keep pace with reuse; absent clear terms, disputes over voice and likeness control are likely to intensify.

The trend: Generative AI is turning human performance into a licensable digital asset, redistributing bargaining power toward rights holders and buyers of reusable content.

Discussion

  • @carnage4life Dare Obasanjo on threads
    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…