
AI Voices for
Game Development
Ethical voice technology for NPC casts and in‑game dialogue used by AAA studios and long‑running game franchises.

Clients
Media
WE Support
GAME Studios
Voice Continuity
VO Scale
Nightly Build Iteration
Voice De-aging
Cases
Cyberpunk 2077:
Phantom Liberty

Voice Marketplace: Revolutionizing Indie Games with AI Voice Synthesis Technology

Why studios choose Respeecher
Built for real productions
Ethics and consent by design
Security that matches the studio
People who know the craft
Testimonials

What Respeecher is doing will open up possibilities for performers to play characters from anywhere in the world whilst also honoring the nations those characters are from.






















VOICE DEMO
Opportunities for your studio
Scale a performance
beyond the session
A-list actors and high-demand voice talent often cannot sit in the booth for hundreds of hours. With our voice work, you record a smaller session and we extend it into the lines, takes, and variations you need.
Work inside clear
ethical boundaries
Every voice model we build starts with consent from the actor or estate, and a defined scope of use. You know exactly where a character’s voice appears, and how it’s used across sequels, DLC, and updates.
Edit dialogue between
builds or after release
Narrative changes mid-production are normal. New lines, rewrites, and barks can be generated from script and pushed into the next build through our API or your existing pipeline.
Post-release fixes and live-service updates run through the same pipeline, even when the cast has moved on to other projects.
Carry the
franchise forward
Recurring characters across sequels, DLC, and live-service. When the original actor can't return, we work with you and the estate to preserve the voice so the character keeps showing up.
Complete 2026 guide on on synthetic media
Awards
How we work
You share the recordings
- Send us your target voice recordings: existing audio, archival material, whatever you have.
- We evaluate the quality and advise on what's needed.
We get permission and sign a contract
- Before anything is cloned, we secure consent from the voice owner.
- Every voice is used with full permission. No exceptions.
You get the first results within 2 weeks
- We build the voice model and deliver the first conversions.
- You review and give feedback.
We deliver the final voices
- We process your feedback, refine the output, and deliver the final conversions,
- or provide direct access to the voice model.

Price
model
model
Blog

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FAQ
- NPC and side-character dialogue at scale – 30,000+ lines from a smaller cast of actors you already work with.
- Iteration between builds – new lines, rewrites, and barks when the narrative changes mid-production.
- Franchise continuity – keeping a character's voice consistent across sequels and DLC, including cases where the original actor cannot return.
- Child voice preservation – capturing a young actor's voice at the start of a long development cycle.
On Cyberpunk 2077: Phantom Liberty, we worked with CD PROJEKT RED to match Viktor Vektor’s synthesized lines closely to the original actor’s performance, so the character still felt like the same person.
Yes, with proper consent and licensing. Every voice we clone or generate - whether through an AI voice changer for games or a fully scripted text-to-speech pipeline - is used with permission from the actor or estate, under written agreements your legal team can review.
We deliver final audio files that drop into your existing pipeline — the same way any other VO delivery works. For audio teams working in Pro Tools, we offer a plugin so conversions happen inside the session, without round-tripping files.
For studios with high iteration cycles or large dialogue volumes, we offer API access so new lines can be generated and pushed into nightly builds.
Setup is handled by our team. Your engineers do not have to learn a new system.
Yes, with the actor's written permission. We train a voice model from clean studio recordings of that actor, and use it only for the project and purposes you have agreed on.
The model belongs to your studio. You can use it across the project and its sequels, expansions, and DLC, under the consent terms agreed with the actor. We do not reuse it elsewhere and we do not train public models on your content.
For deceased actors, the same applies through the estate, with documented consent before any work begins.
Yes. Speech-to-speech works in phonetic space, so it converts whatever the performer makes into the target voice – coherent dialogue, combat efforts, screams, grunts, and other sounds a believable scene needs.
That covers a lot of what fills out a scene beyond scripted lines, especially in action and combat-heavy games.
Voice actors record the foundation – the lead performances, the emotional range, and the character. We extend that work into the additional lines, NPC variations, and pickups that would otherwise require pulling actors back into the booth for weeks.
It depends on the use case. For studio-grade recordings of a contracted actor, a few hours of clean audio is enough for most production needs.
For more constrained material (older recordings, child voices captured early in production, archival audio from past projects), we can work with much less. We assess each source before training and tell you upfront what is realistic.
Glossary
Synthetic voice
A voice generated by a trained model rather than recorded live in the booth. This is the technology behind most modern AI voice for games production - used alongside human performance and not as a replacement for it.
Voice model
A trained representation of a specific voice, built from clean recordings of an actor with their permission. Models belong to the studio they were trained for and are used only within the agreed scope of work - the foundation of any AI voice for game development pipeline.
Voice cloning
The full process of building a voice model and using it to generate new speech in that voice. In production this means a controlled pipeline with consent, training data, and quality checks at each step - effectively an AI voice changer for games, run under contract rather than as a consumer tool.
Voice conversion
Taking a performer’s recorded line and converting it into another voice while preserving the original emotion, timing, and delivery. Common for lead and supporting characters where performance matters more than text input.
Speech‑to‑speech
Voice work driven by a performer in the booth: their recording becomes the input, and a voice model converts it into the target voice. This is how most AI voice acting for games is produced when a performance needs to carry emotional nuance.













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