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Not so long ago, I emailed Chris Tester, the voice of Heinrix van Calox in Owlcat’s recently released CRPG Rogue Trader, and asked if he would like to sit for an interview with me. Having some experience in interviewing people I like, most famously Oscar winner and all-around sweetheart Eddie Redmayne, this was not a completely nerve-wracking endeavour. And within a day of sending my email, Chris said yes. And what a pleasure it was interviewing him: Chris was so generous with his time, that the agreed upon 30 minutes turned into 50 minutes as we brushed upon many topics from his start as a theatre actor to his first voice-over role in a video game to his recently discovered hobby of playing D&D. Of course, we also spoke about all things Warhammer 40k, his new found fame brought on by voicing Heinrix and the insights he could share about the character.
Listen to the audio here, and follow along with the transcript below:
Fran: Thank you very much for taking your time.
Chris Tester: That's no problem. No problem at all.
F: So then let's start. You graduated in 2008.
CT: I did. Yes.
F: You started out as a stage actor. Did you always want to become a stage actor or an actor in general? Tell us a bit about your career.
CT: I always wanted to be a stage actor. Yes, as soon as I knew that I wanted to be an actor, which probably wasn't until I was a teenager. But yeah, my first passion was always the stage, and that was kind of borne out in my career. I would have been open to TV and film, of course, if it had come along; I'm a huge fan of TV and film as well, but I never got an audition for any TV or film work.
I think I literally did about three short films in my 10, 12 years of actually professionally acting, and it is one of those industries where the more you do of one thing, the more you seem to find yourself doing the same thing to a degree. So yes, watching Shakespeare from an early age was one of my first passions.
And that was what first planted the seed of wanting to do it myself. The whole aspect of live performance is still something that I'm very passionate about. Up until 2020, when the world changed, I was trying to do two or three theatre shows a year, but since 2020, I haven't been near a stage, and I doubt right now, especially with the way that the UK theatre scene is going, that I'm going to be back on stage anytime soon. I am resigned to that, but at some point in my career, I know I will be on stage again, because I can't live without it, but only for the right thing, both financially and, more importantly, creatively.
F: Your production company is currently on hiatus?
CT: I was the producer of a theatre company, which was run by and was the baby of the director of the company, a guy called Ross Armstrong, who's one of the most talented writers and directors that I've ever worked with. I was helping out with a lot of the administration stuff so that he could still put me in plays. Instead of creating my own work because I'm not a very good writer or the best writer in the world, I support those people who will write me good parts. So yes, it is currently on hiatus, but never say never, we would always be looking to get back. It's difficult right now. It's difficult for all of us, because the arts council subsidy, that way of being able to fund stuff, is drying up. We were doing a national tour of the UK when we were doing that [with the support of a subsidy]. There's even less money, and there are even more people. I won't bore you with anything more than that, but it's kind of tough. We'd like to come back, but in the right way, and that's tricky to negotiate.
F: It's always hard as a stage actor to earn a living.
CT: Well, I've been spoiled by voice-over as well, and whereas when I was in my 20s and 30s then you're all about your art. And of course, I'm still all about my art, but I'm also about my wife and my cat and the mortgage and the bills and wanting to have nicer things to a degree as well. I've come to terms with that, and voice-over does facilitate that as well, as it opens you up to different roles and working with different people. So, I can't complain.
F: It's quite similar to making a living as a writer, because with a steady income, you get used to a certain standard of living, and once you have obligations and bills to pay, I think the stress on your mental health, being creative and having all the stresses of regular life thrust upon you brings with it a challenge.
CT: It's a cliche we can very easily fall into: if I'm suffering, then it means I'm an artist. And that's not necessarily very true. It very often means that the art that we create only reflects one aspect of our lives, and it's usually a very tortured one. I am also about having wider experiences and broadening myself. Whereas I think when I was in my twenties, I was thinking a bit more like: Oh, I'll experience the world and life through my art and just purely through my art. Whereas now I necessarily need to have a life outside of it as well, and then I can justify it like I have a life, so that I can feed my art or not, whatever. You know, I'll be a better artist by having a bit of a life outside of it. Maybe.
F: But that's what your twenties are for.
CT: Yeah, indeed.
F: Doing the crazy stuff, doing the band stuff
CT: Yeah, yeah, exactly. So, there was certainly an aspect of that in my twenties.
F: So, what brought you to voice acting or voice-over work initially?
CT: Money. Video game stuff is kind of sexy and cool, and I'm a gamer, so that's important. Before I was a video gamer, I was a board gamer and off the back of that, I was a voracious video gamer, partly because I wasn't very good at team sports at school. I was always the person who was picked last on the football team. So that becomes part of your identity for better or worse. But video games, I was pretty good at, not amazing, but I was pretty good at, and I enjoyed it. And it gave me a different form of escapism as well, and off the back of that, I always had an interest in them.
So, the very first voiceover job was a video game: Dark Souls, which is quite a big franchise. At that time, I was your very typical jobbing actor. My acting agent came in and said: I got something for you. And so, I went in with that. But it was only in 2016, 2017 that I realised it was something that you could actually do yourself. People had recording studios at home, and they were contacting people directly, not just going through agents. Because I'd basically written to the same 20 voice agents in the UK, mainly in London, for like eight years in a row and not received anything. So, you keep knocking on those doors, hoping.
Before I'd even graduated from drama school, I'd burnt a CD and made these cases with my headshot on it and sent them all off at what at the time felt like great personal expense and didn't get anything for eight years in a row. So, I was a bit like, I'm obviously doing something wrong, but I don't really know what, because I'm doing these workshops and getting good feedback. Then I found out through a couple of online courses that there were ways and means of doing it myself, and that was a bit of a game-changer for me. And within six months of having started, I was earning more through voice work than the bar job and the box office job that I was doing combined. Within six months, I was kind of like: “I gotta quit because I'm actually holding myself back from things.” So that was quite a big shift.
F: Somewhere you said you started out under a duvet and with an oar.
CT: Yeah. On my website, I do have an image of it. [Dear reader, I could not locate this elusive photo.] I literally had to take the duvet off my bed and put it into the living room, which was the quietest space in my then shared flat. I also had to wait until after one flatmate had watched TV and another one had used the table that had their washing on it. One of my flatmates had stolen an oar from some night out, and that was perfect in order to be able to erect it over my head and the duvet as a frame.
I did probably the first four or five months of voice recording like that. Probably about 10, 15 voiceover jobs that I actually got paid for, I was using that because it worked well enough. Since then, I've gone through various iterations of a setup in the bedroom, to a setup in the hallway, to my current setup. In 2020, we moved to our first house, and this is the spare bedroom, which I've had converted into a studio, which means my cat can be here asleep on me or near me getting fur everywhere, but it's fine. I can thrash around, and I've got natural light to work in at the same time, which I find quite important
F: Very pretty. That's good. Guide us through a typical day of yours, if you like.
CT: Oh, sure. I mean, there is no typical day. And yet, and yet, and yet. A typical day for me is, because I am spending the vast majority of the day sitting in this room or somewhere close to this room, because I may need to record at short notice, because the vast majority of jobs are quite short notice. My priority is exercise for mental health more than anything. I've got some weights at the bottom of the garden, and I will get up first thing, and I will go there, and I will do that after breakfast. And that's my minimal routine of physical activity done.
And then I'll come back, and this is so rock and roll. Now what I do is, I spend like an hour on LinkedIn. And that's what you dreamed of as a creative person. Isn't it as an actor? I spend time on LinkedIn regularly every day, because it's a really good networking place for a lot of my types of work, and first thing in the morning, I'm a bit mentally sharper. So that's when I come up with a quick post that may be inspired by a bit of content that I've made elsewhere. That probably takes about 20 minutes, and then I spend another 45 minutes to an hour engaging with people and saying hi and introducing myself and asking questions, whether that's with video producers or game developers or documentary makers or pretty much anything and everything. There are a lot of people who are active at that time. And so I do it.
And then after that, if I already have some recording lined up, then I'll prioritise mid-morning, because I've warmed up physically a bit more then, and I'm focused. So, you're going through the scripts, annotating the scripts, recording the scripts, and editing the scripts. But then there could be live sessions at any time within that as well. I try to keep hours from nine till six. But occasionally, like with Rogue Trader, that was recorded at various different times of the day because we had people in New York, we had people in mainland Europe, and we had people in the UK. So, all different time zones, so that can happen at any time.
And then I try to do other kinds of bits and pieces of marketing whenever I've got free time to. I do use really exciting productivity hacks, like time blocking. Again, not something that, as a creative individual, I was like: Oh God, this gets me so excited, because it doesn't, but it works. It's finding a system that works for you, but still has a certain kind of flexibility and fluidity. I'm trying to make sure that I get outside of the house, and that kind of stuff.
Recently, over the last year, I’ve started doing audiobooks as well. That long form type of thing is quite nice to be able to dip into because sometimes you don't record for two, three days. You don't get the work. Nothing’s coming in. So, you’re marketing, but it kind of connects you back to the performance side of things to go: I can do a few chapters, and you know, that kind of thing. So that's probably it. I try to formalise it, but you know, every voice actor’s day is radically different. There are people, some of the biggest names, going into different studios every week or every day. I very rarely go into external studios, despite being based in London. Like, I would say 99 per cent of the work I just do from home.
F: So, how do you find the right voice for the specific type of voiceover work you do? Maybe start with how you found Heinrix's voice?
CT: Thankfully, Owlcat sent through quite a detailed casting breakdown. So, you get a picture, and that's pretty crucial, as well as a short bio, in terms of the background of the character, but not too much, because you have to sign an NDA, a non-disclosure agreement. But even if you do sign an NDA, I think developers are always slightly hesitant about giving you too much info about the game because things could still be changed. But I think I did get a picture of Heinrix, if not in the first audition, then certainly on the second one. From that, you immediately think about the physicality and what might affect the voice, and there was also some direction in terms of what they were looking for. Anybody who has heard the character and me, they do not sound radically dissimilar. There's not a transformative process that I needed to go through, other than his sense of authority and the space that he takes up and the sureness that he has in that he has a kind of divine right from the Emperor, so that level of confidence is being brought through.
The other part of the audition was about the void ship [the Black Ship] that he'd been raised in and the horrors that he'd seen. And you, as the actor, have to do the detective work to go like this is showing another side, the more vulnerable side, the side that underpins all of his life choices up to this point. It's essentially playing the opposite to a degree. So it was kind of knowing when to let those elements bleed through a little bit. I think I had probably about a page worth of scripts, quite a lot of script actually, to audition with.
But I don't like to listen back to it a lot, because I think you get into your head. My biggest thing is stage work, where it's ephemeral. You say it once, and it could be different the next night. The whole point is that there's no one definitive way of doing things. Not quite the same with voice acting, where it's being recorded, and you've got to get used to hearing it back. But I try not to overthink it. Just like record it two or three times with different impulses and then review and go like, those two seem pretty contrasting. I'll send those along and hope, and then never hear anything back unless I do.
F: So, you already talked a bit about Heinrix as a character. What drew you to the character, or what hidden depth did you find in the character?
CT: Well, I hope I found some depth to the character. That contrast between principles or values that you seem to be holding onto, and lots of unprocessed trauma going on underneath. Sure, that seems interesting. That seems like a really interesting thing to find. Because you can understand, therefore, the appeal of an ideology, which gives you the answers, and it tells you what to do. Essentially, it gives you a role, authority, and it gives you status; you completely understand the appeal of that. Just like I find voice-over incredibly appealing and exciting: it gives me structure and authority and the illusion that I know what I'm talking about and what I'm doing.
And then there's the flip side: you could make him heretical in some way, shape or form. And you know, I love, obviously, the fact that he belongs to part of that world which I'm sort of familiar with. Where a lot of the more interesting characters are the ones that have disavowed this God Emperor kind of like status in one way or the other, they tend to have a little bit more going on. They're not two-dimensional villains, not all of them, not all of the time anyway. Whereas on the one hand, he's not going full chaos, there was just an interesting tension there to explore. Also, it kind of reminded me a little bit of the Eisenhorn series, which again, it's an Inquisitor that, through his pursuit of different things, starts to question and use the powers of the warp for his own purposes. A very different character, but still, there are those parallels that I really liked, that fallibility, that vulnerability to a degree, but I wouldn't say too much because I didn't really know how vulnerable or how much of a journey he was going to have in the early stages. I didn't know that until we were recording, I'll be honest.
And I didn’t even know that there was the possibility of a romance option, until we were like: Oh, these are romantic lines. And I was like, you what now? So, sorry, I appear to be saying some quite forward things, from his point of view anyway, that's slightly taken me aback. They were like: oh yeah, you're romanceable, you can have a romance. I was like, oh, okay, right. I'll just think back to the five hours or so of recording that we've done up to this point and pray that I've made the right choices. So that was a bit of a crazy ride, but thanks to Olga, the writer of my character, she gave really astute directions. She wasn't in all of the sessions, but the majority, especially when there were big plot beats to explain to me what the hell was going on, however, roughly. She was great. And also the technicians at 3B. I was working with a lot of different members of the group, technicians slash directors as well. And they were great in terms of giving me not exactly the bare minimum details, but the bare minimum details that I needed in order to be able to make choices quickly, but strongly and relevant to the game. So yeah, it was quite a trip.
F: Thank you. Since you have been trained as a stage actor, do you bring a certain physicality to voice acting? If you embody Heinrix, do you puff your chest? Are you rigid?
CT: Definitely. I think there's a reason why, rather than having a small booth, I record in a room, which is that I can explore those dynamics as much as possible. And the fact that I was able to record standing and very upright and taking that space was vitally important. Obviously, there's the action stuff that really helps when you're actually making fighting noises. That's one thing. But I think in terms of real subtle differences to be able to, as well as mic proximity when he's speaking under his breath and that kind of thing, that's obviously incredibly vital, but even the subtle things of being able to have that big open physicality because he is so often so imperious because he thinks he's absolutely right. That was a vital aspect to explore, and just being able to be upright and expressive in that made such a huge difference.
And also when, without wanting to give too much away, he's in more constricted circumstances, shall we say, trying to do that just purely through the voice means that it all becomes about the sound that you're making as opposed to the truth of the character's journey without wanting to be, again, too much of a cliche, but focusing on that rather than am I making the right gurgling noise?
F: Were you offered any other character to audition for Owlcat? Or if you could, which other character would you like to voice?
CT: I couldn't say any of the other characters. I do play a couple of NPCs randomly. I think before I even had Heinrix. There's some cockney London geezer in there that is immediately disposable. That was me. That was my kind of guaranteed role. I was like, great, fantastic, because I did the audition for Heinrix, and then there were quite a few months before it was actually kind of confirmed. I thought the role had gone to somebody else. As with many of these things, you just don't hear back. If you don't hear back, you just assume it's dead, and then suddenly it'll come back up or it won't, or you'll see another voice actor posting on Instagram going “amazing session”, and you slightly die inside, and then you move on.
But in terms of the other characters, I mean, I've met, at least digitally online, the vast majority of the principal companion cast, and they're all lovely and amazing, and I associate them with their performances. For better or worse, Heinrix is very much my kind of casting, and I loved it. Not because he's pretty in a particularly posh kind of way, but that helps. Sure, I'll go with that kind of slightly emotionally constipated. I'm very well cast, very well done, but I think so is everybody else. Throughout the entire game, it's a bit of a who's who, they might not be all household names, but in terms of for myself, the actors that I know in some big parts and some really small parts, the actors that I know in the UK and in the U.S. voice-over scene, so much talent, so that it was just an honour to be included in that really.
F: So now I have to ask you a question from our Discord server. Would you romance Heinrix if you were playing a female Rogue Trader?
CT: I think that would be a bit weird. No, I'll just watch videos of other people romancing him slash me. Is that more or less weird? I mean, I'm 42 years old. I've spent far too much time playing with myself already. So, let's just draw a line under that, but other people are welcome to. That's absolutely fine. My only thing, without wanting to overstate it too much, is that I was very surprised that there was anything around any character that I've been related to, but as with so many of the other companions as well, that's a testament to the writing. Credit to the whole Owlcat team in that respect.
F: Would you like to continue working with Owlcat in the future in another capacity?
CT: Oh, God. Yeah. They've not made me sign an NDA, so I can say, not name a thing, but there's DLC for one of their other titles, which I'm going to be in [he voiced, among others, Dremo in the WotR DLC Dance of the Masks], and that's in a completely different world. There's that thing of once you've had one really positive experience with the developer and the type of games that they create. The ones that are very story-focused, that's the type of game that I'm passionate about. I was brought up on these things, like the Mass Effect Trilogy. You know, that absolutely iconic kind of stuff, and so to be a part of someone else's experience to facilitate that kind of longer storytelling stuff is exactly what I would be after. They've got a great process, amazing writers, and I also think that the games themselves look fantastic. So yeah, I'm a fan of that.
F: So your fan base has certainly expanded since the release of the game. Do you mind having a female fan base now? Have you noticed that there is a bit of a shift because Warhammer 40k, for the totally uninitiated, looks like a male hobby, and unfortunately, some part of the male fans are very aggressive against female fans.
CT: They are absolutely ridiculous. Idiots, essentially. Because my relationship to the whole Warhammer 40k thing is like, I played it when I was really young, and then you put away your childish things. I'm saying that in inverted commas, that's kind of ironic or whatever, and then didn't really get back into it until someone gave me a book and I realised that the lore was actually quite good, quite interesting, and then actually really good and really interesting, and I therefore have done some novels for them and a couple of video games as well.
But to your question, do I mind? No, of course I don't mind. I'm very happily married and well adjusted, so I definitely don't mind as long as it's all respectful, if that makes sense. Surprise, surprise, female fans seem to conduct themselves with that level of respect or if there is a server which is going into crazy, crazy character scenarios and that kind of stuff, no one's sending me a link to that. And even if it is, it's the character, it's not me, and so that's all quite healthy and good. And I think I'm definitely not in a position where I should be censoring any of that kind of thing at all. I think it's all positive and very, very healthy, and everybody that I've interacted with has been incredibly respectful. So, I think that's great.
And I think being able to portray these characters that offer that level of connection is great. We're in a post-Baldur's Gate world, I suppose. Not that there weren't other games that did this, but on that scale and everything. I think the value that the games can offer is in that. Rogue Trader is hugely valuable, and I definitely wouldn't want to censure any of that at all.
F: Yeah, it was nice. I reconnected a lot with people who have this fandom experience again that I had in the Eddie Redmayne fandom more than 10 years ago, when it was small, when you have a rather small group of fans and then a very nice person that you're a fan of, and you can interact with.
CT: So people have contacted me via Cameo, for example. And, you know, they've had a certain particular playthrough, and then they say, well, I would like you to voice this letter from Heinrix or whatever.
F: That was me.
CT: There have been more than just you, that's what I'm saying, but sorry, not to say that I'm a whore and I'll just do anything, but you're not the only person who has come to me with that kind of thing. And that's great. That's a pleasure, because it's continuing to tell the story on a wider scale. But also the fact that you can personalise and make it your own. And that's the brilliant thing.
That's part of the whole appeal of a video game, as opposed to it being a theatre piece or a film or something else, is that it was very much your experience, your playthrough. You can have multiple versions of the thing that you kind of like one, but you can really structure your own narrative. And that's a fascinating thing. You get to iterate on it yourself. You know, if one stage of that is also being able to call upon the voice actor to facilitate that, I think that's a cool thing, you know, as long as it doesn't get too weird or too whatever, but you know, whatever two consenting adults want to exchange money for or time, great, fine. I think that's less weird than getting an AI to do it personally. I think that level of storytelling is a great thing.
F: It's very transformative. You take a game, and you get your own stories after the game or with the people you interact with. It's very creative. Because Heinrix is very much an archetype, as you said, he has this duality about this very authoritative man with so much trauma underneath. There is a lot to explore, and that speaks for Olga's writing as well, because only a very well-written character would draw you in like that into a story.
CT: I mean, it's a crazy balancing act, definitely. And at any time, it could close off; you shut him down, or he shuts you down. And you're like, Oh, okay.
F: And it was incredibly funny that the first romance lines straddled the line between workplace harassment and flirting. And he is so unnerved, and then it doesn't like to cordon you off and say, well, you were too aggressive. Game over.
CT: Yeah.
You can switch to this closeness path like in a real relationship, you are maybe very flirty, very teasing at the beginning, and then things get real, and you get real, and it changes. And that was very dynamic. I never experienced that before. BioWare writes great romances, but they are often very one-note in their games.
CT: And there's still the kind of like, okay, so are we sleeping together? Yeah. Or we do not. All right. No, okay, great, fine. God, I had to go through all the different fucking options just to go like, Is this, is that, no, no, okay, fine, right, yeah. So in terms of nuance and dynamic, it's you've got your issues over there, but regardless, can I just say the right thing? Uh, or not, you know, or be pure, or whatever. Garrus was always a favourite for me.
F: Oh yeah, Garrus, Garrus is great.
CT: Yeah, yeah. I'll be honest, I didn't really appreciate quite how subtly all of the pieces are put together until I played through bits of the game and watched bits of the game afterwards [this relates to Rogue Trader]. Because there are so many different moving parts, but also so much is recorded out of order, it's very difficult to get a full appreciation of the whole, and it's the credit of the directors to just be able to give you enough for you to get it in two or three takes, because we gotta move on because time is money is time.
And so that's kind of crazy, where you've got to just act in faith in the moment and trust that the people who are listening on the other end feel as if they're getting what they need. Obviously, the more you record, the more you get a sense of what the character is about and the palette and the playfulness and all of those kinds of things. But because there are such a multitude of choices anyway, no one can explain to you exactly the context of what it is, because that's all such a movable feast as it is anyway.
F: That's a huge credit to voice actors to still get it right in three or four takes.
CT: Well, the aim is to give them options so that they can trial it out and be able to have a playfulness about things. It's always nice when you go like, I'm just going to try this different take on how this might traditionally be read as or something, and then you maybe hear that in the game and go like: Oh, okay, that's a little bit of whatever.
Because quite often you'll probably be told to read a line no more than three times, and the first time that you read a line, that you read it out loud, that is the first time that you read the line at all. So, you don't read it in advance, and sometimes that goes in. It's normally the second or third take, I would say, but that depends very much on the voice actor. Because quite often, the whole point is to be quite good at sight reading, and sometimes there's a spontaneity in the reading of something for the very first time, which might give something a little bit unexpected, or a little bit fresher.
And then you realise halfway through, there's a word I have no idea how to pronounce. Is it von Valancius? Von Valancius, as it's written, or von Valen, and you're just like, the hell? Okay. And then you need to go back.
F: Or his name, actually, because as a German, we have Heinrich as a first name. So is it Haynrix? Is this Hainrix? But we can say it's Low Gothic, so it doesn't matter.
CT: I have recorded different versions of my name, and the last time I was told it was Haynrix, and I was like, really? Haynrix? Okay. Sure? But I've not had a definitive conversation about that, so I don’t know whether or not they change it or, or whatever.
F: I settled on it is Low Gothic and not the German version, and it's fine because that's a fantasy language. It doesn't matter. And I know from other voice actors that sometimes you don't get any directions on how something is pronounced.
CT: Quite often, we're just taking an educated guess. I mean, they're very good in terms of some pronunciations, but if no other character is saying this word except you, then there's probably not a guide for it, in which case, you just make sure that you record it somewhere. So, it's consistent. So, if you're saying it more than once, at least you're saying it wrong consistently. So that becomes the new, right?
F: What was your most memorable work to date? Stage or voice acting?
CT: Stage or voice acting or whatever? God, I would say one was a production of Crime and Punishment. There you go. It was a three-person adaptation of the massive book, really condensed into about 90 minutes, essentially. Quite a radical adaptation, but it was a beautifully written adaptation, and I think I did it probably about 2017, 2018. That was wonderful storytelling because it had so much of the original flavour in it, and also this ambiguity of character. A much more ambiguous character than someone like Heinrix. Someone who is so eminently fallible and flawed, and yet trying to find a through line through it and making sense and the justification for the reasons why people do bad things. That is pretty iconic for me as an experience.
I do feel lucky that a lot of the things that I'm able to explore in the video game or in the voiceover world generally are completely new and unexpected things. Whereas on stage, unless you're doing a lot of new writing, the vast majority of the time, it's a role that you're familiar with or have seen or have heard about. It's pre-existing. Whereas with some of these video games, you get to create that whole original world or character and that kind of stuff. Which is why if anybody asks me, What role do you want to play? I'm like, the role that I don't know exists yet, and Heinrix is very much one of those. Like, I had no idea and neither did I have any idea that it would develop in the way that it did.
But the whole process itself is a lot of fun, and you work with very cool people to tell a completely new and original story. But having that ambiguity, having that tension within the character, every actor has to find that for themselves anyway, just to keep creatively engaged and alive, but have that so vividly running as an undercurrent, and for it to be able to go in different ways, that's such a cool kind of thing. I'm just so up for more of those kinds of opportunities. Hopefully, in the future, we'll see.
F: Has voicing Heinrix opened any doors? Did you notice an uptick in offers?
CT: I think it means that a few more people probably know who I am, and that's cool. A few more people. Yeah, it's definitely been referred to. Other than that, I don't know. But it certainly doesn't hurt being involved in such a high-profile and well-respected, well-loved game. I mean, for me as well, because I've done various different aspects of stuff in that world. That doesn't hurt.
I love the whole Warhammer 40k universe. At the same time, I don't want to just be like, I'm a 40k actor, and that's all I do, because that world also probably doesn't need just another white middle-class man in it, even if that is like 70 per cent of the world. As you say, they're trying to broaden it out and diversify it and necessarily if it wants to get to a bigger audience and have a healthier ecology on so many different kinds of levels. So, I don't want to go all in on just that, even if it's a very rich world. So, it was a real pleasure.
F: Would you want to broaden your repertoire into radio plays, because I know on your LinkedIn, you write, you're the voice when Cumberbatch is busy and listening to you, there are undertones of Benedict Cumberbatch in your voice, and Benedict, before he became really popular, he did something like Cabin Pressure, which is so fun.
CT: Yeah.
F: Would you be open to doing radio plays like that?
CT: Definitely. I've just recently come from a voiceover conference in the UK and did a couple of workshops, and that reminded me of what the work is that I want to actively seek out. And there's a lot of audio drama stuff floating about, a lot of that is available via social media or is operated in the U.S. as opposed to in the UK., though there are some great ones in the UK. as well, and it's tricky to know why and how to validate some of those things. So, it's something that I would love to explore doing more of, as well as, you know, you can do these audio drama things, which are kind of like shorter versions of audiobooks, almost essentially with not so many voices. And I think those medium and short form ways of storytelling would be lovely. It would be great because I'm not right for a lot of video games.
I don't think I'll ever be a very prolific video game actor, if that makes sense, because I'm okay at shouting, and I can play some monsters, and I've got a couple of accents in the bag, and that kind of thing, in terms of doing voices. People will say it's about the acting, Chris, it's not about voices, but doing some voices and being able to nail certain things; there are people who are brilliant at that. But there are people who have probably a wider palette of voices than I will ever have.
I never started out as a voice actor. I'm very much an actor who uses the voice, and I'm trying to broaden that out a little bit more as I keep on going. But I want to open myself up to more different types of stuff to be creatively fulfilled. The prospect of going into a recording session and screaming “grenade” and “bang” is not very fulfilling. I did that for a few games, and then I'm done with that. Like the money's not good enough for me to do that. I mean, never say never. If the money does become good enough, then we can talk. But you push your voice, and it's a different kind of acting, I'll put it that way.
F: So, last question. What would be a dream come true project for you?
CT: A dream come true project? Probably something entirely original that I can't imagine. I would love to be able to work on an audio project where I'm working with other actors in real time. I would love to be able to work with most of the cast in Rogue Trader, for example, but I’d love it for us to be able to have dialogues where you're actually responding to each other as opposed to insert A, B or C here, that kind of thing. Because that's the one thing I kind of miss so much from the audio side of work, is you getting something unexpected from the other person and then riffing off it. You have to self-generate as a voice actor that a director will go, “Do you want to try it like this? Or maybe like this, it's supposed to be funny. Try it deadpan,” that kind of thing.
But quite often that kind of spontaneous element of discovery only comes from when someone gives you a line in a way that you really didn't expect, and maybe it makes you laugh, when it's supposed to be tragic or whatever, those kinds of things. The biggest thing I miss about stage work is when you're working with an actor at the top of their game, and they raise you up to their level. It's terrifying, but in the best way. Some actors can do that effortlessly because they're so in the moment, because they don't know what they're going to do next, even though they can find their light and make sure that the audience is still seeing their brilliant acting at the same time. Clever, clever bunnies. That feeling is because they don't know exactly where they're going, you're kind alive to the moment in a way that quite often you're not, and if there was a way to be able to replicate that in an audio way and a long-form storytelling way, then that would be cool.
I've just started playing a little bit of D&D, and I don't know if I'll ever get good at that, especially in terms of, so I've got to come up with words. Oh my God. Whereas I will never watch a D&D playthrough for four hours on YouTube myself, personally, a life choice, I can start to understand the appeal of that because there's an element of that spontaneity and playfulness, but in a group. So, if there was a way to do that with actually scripted drama, I'd be all in on that. That would be amazing. Or some kind of hybrid. So I don't know exactly what that is, but that kind of thing would be quite cool.
F: That's what the BBC did with Cabin Pressure. I attended one live recording, and it was just amazing. You have all the other actors [apart from Benedict Cumberbatch] who are household names. And to see them act and how little takes they actually need for the lines and everything is amazing.
CT: Yeah, there's an appreciation of the craft, but it's also the fact that it's not into a void. It's not like, okay, we've done three. Is that okay? We're onto the next. I think in many ways it can make the work much easier, because you're using your imagination, but in a different way, because you're operating with a stimulus. And that's always exciting.
F: And good D&D is just like improv theatre.
CT: Yeah, exactly.
F: Really good players are spontaneous. Just very creative.
CT: That should be celebrated, and I think harnessing more of those kinds of things would be fun, because in all honesty, still probably about 60, 70 per cent of the work that I do is in the corporate and business sphere. That's just because of how I sound. I didn't go out to court that work particularly, but in terms of the stuff that pays the bills regularly, that's the kind of stuff that I do. Even then, you're trying to find levels of playfulness or colour so that you're not just coming over with: “in a world where you can trust a big corporation to take your money.” So, if there's any kind of nuance or subtlety to that, that will be a good thing. So that's the kind of stuff that I crave as a result.
F: Thank you for your time.
CT: Oh, my pleasure.
F: It went by so fast. We went over time; I still have a lot more questions.
CT: Oh, sorry.
F: No, no, no, no, no, no. That, that's, that's absolutely fine. Thank you.
