Dialogue Editor
A dialogue editor turns recorded voice into lines a game can use: clean, consistent in level and tone, and cut to the timing the scene or the barks system allows.
A dialogue editor works on recorded speech. That means picking takes, removing breaths, clicks and room noise, matching level and tone across a session, and trimming each line to the length a scene or a barks system allows. Where the same line exists in several languages, the editor keeps timing and delivery comparable between them.
The work sits between the recording session and the build. Files are named and tagged so engine and middleware can find them, and the editor checks that a line still reads clearly once music, effects and compression sit on top of it. Repair tools, batch processing and a strict naming scheme count for more here than inventing new sounds.
That is also the line to the neighbouring roles. A sound designer builds sounds that did not exist before, an audio engineer runs the session and the signal chain, and a dialogue editor makes spoken material usable and consistent. Listening passes against the running game belong to the job, because a mismatched line shows up in play rather than in the edit.
Where these positions are: London (1 position)
