MUSIC+SOUND AWARDS 2024 WINNER SPOTLIGHT
BEST VOICE PERFORMANCE IN A VIDEO GAME
BEST VOice PERFORMANCE IN A VIDEO GAME
Marvel's Spider-Man 2
Entrants: Insomniac Games + PlayStation Studios Sound Teams
Voice Artist: Nadji Jeter
Publisher: Sony Interactive Entertainment, Los Angeles
We were really excited to introduce the Best Voice Performance in a Video Game category this year, and it did not disappoint. The response was overwhelming and our winners BRILLIANT!
Congratulations once again to the sound teams at Insomniac Games and PlayStation Studios for their triumph with voice artist, Nadji Jeter’s, portrayal of Miles Morales in Marvel’s Spider-Man 2!
Here they tell us a little about the development of the project…
“Marvel’s Spider-Man 2 was a launch pad for audio experimentation and innovation. With two heroes, one alien symbiote, and the power of the PS5 at our whim, we set out to deliver an emotionally charged sonic experience. (No pressure)
Spider-Man 2 had an epic story arc that our team needed to support as it followed Peter’s decent into alien symbiosis, Harry’s (almost) demise and Miles’ and MJ’s collaboration - which kept everything from imploding. The tension in the narrative was reflected in the audio and inspired by the actors’ performances.
We created distinct signature sounds for Miles Morales based on his physicality and animation style. Miles’ unique bio-electric powers meant using designed elements, synths, and abstract tones. Miles has an almost musical quality to his sound palette that reflects his character, and an individual set of kinetic foley.
Having a story of this scope and with this many factions and missions meant our mix was going to need time. We started mixing a year out from delivery and used 2 mix rooms in the final months. We set up systems in Wwise to streamline the process as much as possible, while still staying flexible enough to handle whatever changes came our way. Weekly mix sessions became daily sessions as our delivery date approached. Our audio leads and production managers kept our wellbeing in mind throughout the process as well. It was a Rubik’s Cube of scheduling.
Lastly, our sound design and mix decisions around cinematics were made with the intension of cohesiveness. We wanted the transitions in and out of cinematics to be as seamless as possible. Close collaboration with our music team, cinematic sound designers, and gameplay sound designers made this a reality. We put everything we knew into this game and hopefully that is evident in the final product.”
It certainly is! 👌👏🏻👌