Guide

How to Get Into Anime Dubbing and Video Game Voiceover

Written by Tyler Shamy, voice actor represented by Atlas Talent · Updated September 2026

Short answer: both categories are cast through a comparatively small number of studios and casting people who work from rosters they already know, which makes access the real barrier rather than volume of submissions.

A dedicated video game demo is usually not what is standing in your way. Games tend to get cast off an animation demo, and in Shamy's experience most people working do not carry a separate one.

Dubbing is its own technical discipline: you are matching an existing performance and hitting picture, and that skill is trained rather than assumed.

Why these categories feel closed

Commercial voiceover is enormous and casts from a very wide pool. Dubbing and games do not work that way. Both run through a relatively small number of studios and a relatively small number of casting people, who fill roles from talent they have worked with or been pointed at by someone they trust.

That is not gatekeeping in any sinister sense, it is a consequence of scale. A dub studio turning around a series on a schedule is not auditioning the world for every supporting character. They are calling people who have done it before and will hit picture on the first pass.

The practical consequence is that the route in usually runs through people rather than through submissions. Training with someone who works in the category, being in the rooms where that work happens, and getting one small credit that puts you on a roster does more than any number of cold emails.

The demo question

People spend a lot of money solving this one in the wrong direction. The common assumption is that games require their own demo, and in most cases the animation demo is doing that job already, because the casting overlaps so heavily. Character range, emotional range, and the ability to sustain a voice are what both are listening for.

Where a separate games demo genuinely earns its place is when you want work animation does not demonstrate: combat efforts, breathing and exertion, tactical or military realism, sustained creature and monster work. Those are specific skills that an animation demo usually has no room to show, and if that is the work you are chasing, a dedicated demo is a reasonable investment.

Dubbing is different again. What a dubbing studio needs to know is whether you can match and sync, and that is very hard to show on a montage demo. It is mostly demonstrated by doing it, which is part of why the category is entered through training and relationships rather than demos.

Before spending on a demo for these categories, it is worth asking whether the demo is actually the bottleneck. If nobody who casts this work knows your name yet, a better demo does not change the outcome, it just costs more. Access and material are different problems and they have different solutions.

What a dub session actually demands

Three things at once. The line has to fit the time window. It has to match the mouth movement closely enough not to break the illusion. And it still has to be a performance that matches the original actor's intent rather than a technically correct recitation.

That third part is what separates people who do this well. It is entirely possible to nail the timing and produce something dead. Learning to keep the acting alive while solving a timing problem in real time is the discipline, and it is why studios lean on people who have already proven they can.

Location, and how much it still matters

Dubbing has historically clustered geographically, and video game casting concentrates in fewer places than commercial work does. Remote sessions have genuinely softened that, and people do work these categories from outside the traditional hubs now. But location still matters more here than in most of voiceover, because so much of the casting runs on relationships that are easier to build in person.

If moving is not on the table, the realistic version is to build the relationship remotely and deliberately: train with people who work in the category, deliver flawlessly on whatever small thing you get, and accept that it takes longer.

Protecting your voice

This is a practical point specific to games, and it gets treated as a joke until it is not. Combat efforts, screams, death sounds and sustained creature work are physically demanding, and game sessions can run long. There are techniques for producing those sounds without tearing yourself up, and they are worth learning from someone before a session rather than during one.

Losing your voice on a job is a bad day. Doing it repeatedly is a career problem, and it is one of the few places in voiceover where the risk is genuinely physical.

A realistic sequence

  • Build a strong animation demo, which is doing double duty for games anyway.
  • Train specifically in dubbing if that is the target, because it is a separate technical skill and is not going to be picked up incidentally.
  • Get in front of people who actually cast this work, through classes, workshops, and studios, rather than through cold submissions.
  • Take the small credit. Rosters are built from small credits, and this is a corner of the business where being known to one casting person changes what you get called for.
  • Keep a category that pays the bills running alongside. These are long games, and patience is cheaper when it is funded.

Common questions

Do you need a separate video game demo?

Often not. In Shamy's experience video game work tends to get cast off the animation demo rather than a dedicated one, because the casting overlaps heavily. A separate games demo makes more sense when you are chasing work animation does not show, such as combat efforts, tactical and military realism, or sustained creature work.

How is anime dubbing cast?

Largely through a relatively small number of dubbing studios and their regular casting people, who work through rosters they already know. That makes it one of the more relationship-driven corners of voiceover, and it is why proximity to a dubbing hub has historically mattered so much.

Do you have to live in Los Angeles or Texas to do dubbing?

Less than you used to, but location still matters more here than in most categories, because dubbing studios have historically clustered and a lot of casting happens through local relationships. Remote sessions have softened this, though they have not erased it.

What makes a dub session technically hard?

You are matching an existing performance and hitting picture at the same time. The line has to land inside a specific window, match the mouth flaps, and still sound like acting rather than arithmetic. It is a real technical discipline on top of the performance, and it is the reason the work tends to go to people who have done it before.

Are video game efforts and vocal stress a real concern?

Yes. Combat efforts, screams, and death sounds are physically demanding, and game sessions can be long. Learning to produce those sounds without damaging your voice is a specific skill worth training rather than improvising, and it is one of the few areas of voiceover where the physical risk is real.

Is it harder to break into games and dubbing than commercial?

They are difficult in different ways. Commercial is enormous and brutally competitive but relatively open to submissions. Games and dubbing are smaller, more relationship-driven, and concentrated among fewer casting people, so the barrier is less about volume and more about access.

About the author

Tyler Shamy is a voice actor represented by Atlas Talent in Los Angeles and New York. He was a series regular on Netflix's Ridley Jones, and has over 100 credits across animation, commercial, promo, video games, and dubbing. He is also a songwriter with more than 800 sync placements, including "Space Between" from Disney's Descendants 2, a Gold certified soundtrack in the United States.

He works one on one with voiceover artists and songwriters. He does not produce demos and does not submit clients to agencies. What he does is listen to your material and tell you honestly where it sits, work through audition reads, and point you toward the training and the people actually worth paying for.