THOMAS MITCHELLS - Voyage into Video Game Voice Direction
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THOMAS MITCHELLS
Originally from Tamworth, Staffordshire, Thomas Mitchells is a Voice/Performance Director & Actor now based in Hampshire. After spending many years jobbing as an actor in theatre, he left the boards to pursue the freeing world of Video Games with Acting Credits including Metaphor ReFantazio, Ad Infinitum, Tom Clancy’s The Division 2, Forza Horizon 5, Skull & Bones and more.
He then smoothly transitioned into the role of Director that has seen his contributions with actors’ performances in titles such as Dying Light: The Beast, Baldur’s Gate 3, The Hundred Line: Last Defence Academy, The Alters, Dying Light 2, Jagged Alliance 3 and much much more either in production or due to be released! Thomas takes pride in his holistic style of direction, believing that the self is a valuable tool in embodying characters – even those far removed from ourselves. Where one can feel comfortable to express themselves within the confines of a booth or volume without being held back and enjoying the process throughout by having a light-hearted director guide them through the scripts.
Instagram: @hashtagmitchells
X: @IAmTomMitchells
THOMAS MITCHELLS - Voyage into Video Game Voice Direction
From Blues Brothers Tribute Act to Baldur’s Gate 3: Inside the World of Video Game Voice Direction with Thomas Mitchells
A conversation about the craft, the chaos, and the care behind directing voices in one of gaming’s biggest titles.
If you’ve ever wondered what goes on behind the scenes of a massive video game like Baldur’s Gate 3, the latest episode of Voice Acting Unplugged is an absolute must-listen. Hosts Anthony Rudd and Margaret Ashley sat down with Thomas Mitchells — voice director, actor, gamer, and the current voice of a dinosaur with IBS (yes, you read that right) — for a wide-ranging conversation about the video game voice acting industry.
Here are some of the biggest takeaways from their chat.
A Journey Nobody Could Have Predicted
Thomas’s path into voice direction is anything but conventional. He started out as a teenage cabaret singer performing in hotels and bars abroad, eventually becoming — wait for it — a Blues Brothers tribute act. That experience sparked something deeper: a desire to inhabit characters rather than just perform as himself. A theatrical career followed, complete with UK tours and stage work.
His first brush with video games came almost by accident. Through his agent, he landed a mysterious, fully NDA’d tape that turned out to be for Guitar Hero Live. That session — crammed into a room with 35 other performers at the old Shepton Studios — was a revelation.
“That was when I realized, oh, this is a line of work. This is an industry. People are paid to do this on the regular. I want to get involved in this.”
And a snowball effect it was.
Landing the Baldur’s Gate 3 Gig: Luck, Lockdown, and a Leap of Faith
When Margaret asked how Thomas got into directing, his answer was refreshingly honest: “A lot of luck.”
In early 2020, he was approached to apply for a voice director position. Then the world shut down. Months passed. Lockdowns came and went (accompanied by, in his words, “bottles of wine”). Finally, about seven or eight months later, the studio resurfaced, apologized for going dark, and dropped the bombshell: they wanted him as a director on Baldur’s Gate 3.
“I had no idea what it was. I didn’t have a clue. I didn’t understand the severity of that credit.”
Thomas admits he “blagged his way through the door, Indiana Jones style — grabbed my hat and everything.” But once inside, his theater background, his understanding of actor welfare, and his commitment to creating safe, positive working environments proved invaluable.
He now has nearly 40 directing credits across different titles.
Why He Got the Call (With No Directing Experience)
So why would a studio hire someone with no formal directing experience? Thomas believes it came down to how he talked about the craft — and how he treated people.
Having endured negative experiences with directors in theater (“one of the reasons I packed it in”), Thomas had always carried a mental blueprint for how he would do things differently. His philosophy: communicate clearly, treat actors with respect, and foster a safe creative environment.
“Lo and behold, you can get the job done without cracking whips and raising voices.”
Margaret echoed this, noting that while things have improved significantly, the theater world — especially for women — was once a much harsher place. By contrast, voiceover has long been known for its gentler, more collaborative culture.
Coordinating a Massive Cast: Communication Is Everything
Baldur’s Gate 3 is a behemoth of a game with a sprawling narrative, countless NPCs, side quests, and world-building elements — all requiring voice work. The game employed multiple voice directors and performance directors (specializing in motion capture), meaning every actor effectively had two directors at once.
So how did they keep it all cohesive?
Communication. Constant, relentless communication.
Thomas explained that every director needed to stay aligned on the game’s “golden path” — the core narrative beats that happen no matter what the player does — while also allowing flexibility in the surrounding content. He described a circus sequence between Acts Two and Three that was intentionally designed to break the tension after a dark stretch of the story, complete with a lighthearted murder mystery.
By the end of production, the team had developed such a strong shorthand that onboarding new directors became relatively smooth. And when burning questions arose? They had a direct line to the writers.
“Communication. Incredibly important. That’s how it worked.”
A Week in the Life of a Video Game Voice Director
For those curious about what the job actually looks like day-to-day, Thomas walked listeners through the process:
- Getting the call: He receives an email or call about a project, checks availability, and accepts.
- Prep work: He’s given whatever materials the studio can share externally — scripts, character descriptions, approved audition tapes, pitch decks. He spends a day absorbing it all to understand the game’s feel, narrative design, and emotional targets.
- Pre-production meetings (if he’s lucky): Thomas can “count on one hand” the number of times he’s had a proper pre-production meeting with clients. When it does happen, he asks for the “elevator pitch” of the project and builds rapport with the development team.
- Recording sessions: Once sessions begin, it’s go time. Thomas focuses on giving actors only what they need — no over-explaining, no talking at people. He reads each actor quickly: some respond to emotional notes, others to technical direction, some just need a single well-chosen verb or a pop culture reference.
- Session management: Beyond creative direction, Thomas is also managing budgets, timelines, and word counts. If an actor is chatting too long, it’s because there are targets to hit. If things get intense, he’s the one who calls for an early break.
“The job of the director is just being that executive decision maker.”
Actor Welfare: “Don’t Be a Hero”
One of the most important themes of the conversation was actor safety and vocal health. Video game sessions can be grueling — not just the obvious shouting and combat vocals, but even sustained character voices that strain the throat over a four-hour session.
Thomas was emphatic: “Don’t be a hero.”
He tells every actor working on high-octane material to communicate openly if their voice is tiring. He’s seen what happens when that doesn’t happen — actors “spitting up blood” after being booked for four-hour screaming sessions with no safeguards.
“I don’t want to be the session that could seriously impede an actor’s career.”
He also raised an important point about self-tape auditions versus live castings. When an actor submits a self-tape with a demanding character voice, the director has no way of knowing how many takes it took to get that sound. In a live setting, you can assess in real time how sustainable the voice is — critical information for scheduling and session planning.
Studio vs. Remote: The Great Debate
Anthony asked whether everything is still recorded in-studio, and Thomas offered a nuanced answer: it’s a bit of both.
Remote recording has opened doors, especially for indie studios with tighter budgets. But it comes with trade-offs. Different home studios mean different microphones (an Aston Spirit here, a Neumann U87 there, a Sennheiser somewhere else), different room treatments, and varying audio quality. Someone on the production team has to make it all sound uniform — which takes time and money.
AAA studios like those behind Battlefield still overwhelmingly prefer in-studio recording for its predictability and consistency. But for smaller developers where five people might be wearing multiple hats, remote hires are a practical and welcome solution.
Advice for Aspiring Video Game Voice Actors
When Anthony asked what advice Thomas would give to young actors looking to break into games, his first answer was unexpected — and very practical:
“Learn how to do a tax return.”
Beyond the business basics, his core advice was to consume media voraciously:
- Watch films from the 1960s through the 2000s. Many directors use pop culture references as creative shorthand, and if you don’t know Indiana Jones or Back to the Future, you’ll miss the note.
- You don’t have to play games to be in them, but understand how games work. Learn how voices get implemented, how performance capture operates, why some NPCs are understated while others are colorful and engaging.
- Respect the medium. Game developers are technically minded and communicate differently than a theater director might. Understanding their world will serve you greatly.
Margaret also made an important point: video games aren’t all military shooters and sci-fi epics. There are baby games, anime-inspired titles, fishing simulators, and everything in between.
As Thomas put it: “One day I could be working on a massive orc ripping the head off of somebody, and the next, someone reading a little information card about fish.”
There is no single silhouette for a video game voice actor. Versatility is everything.
The Value of a Live Audition
For actors who’ve only ever auditioned via self-tape, getting called in for a live audition can feel intimidating. Thomas wanted to flip that narrative entirely:
“If you’ve been asked to come in for a live audition, that’s a really good thing. It means they like you. It means they want you.”
A live casting puts you in the environment where the actual work happens. It feels less like an audition and more like you’re already doing the job — which is exactly the point. It’s often a workshop-style session where developers are still exploring what they want from a character, and they want to see where you take it.
Even if an actor doesn’t land the role, Thomas believes they should walk away feeling like they gained something from the experience.
On Casting: Notes, Not Final Say
While Thomas always provides detailed notes during the casting process — covering everything from character chemistry to directability to whether a self-tape performance is sustainable in person — the final casting decision rests with the clients.
“I’d love to have the final say,” he admitted. “But no.”
Still, his input matters. He’s the one in the room (or on the line) observing how actors take direction, retain information, and bring characters to life in real time. That feedback is invaluable to developers who have “a million other things to do.”
Final Thoughts
Thomas Mitchells’s story is a testament to the unpredictable, often serendipitous nature of a career in the creative industries. From cabaret stages to one of the biggest video games ever made, his path was shaped by luck, timing, and — most importantly — a genuine commitment to treating people well.
For anyone aspiring to work in video game voice acting or direction, his message is clear: be versatile, be curious, be kind, and for the love of all things holy, learn how to do your tax return.
Want to hear the full conversation? Check out this episode of Voice Acting Unplugged with hosts Anthony Rudd and Margaret Ashley, featuring guest Thomas Mitchells. You can find Thomas’s work and contact details linked in the episode description.
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