Yaughton Valley is mysteriously empty aside from yourself and motes of light, as you will discover in Everybody’s Gone to the Rapture. The motes play an important role in the story, and you will see events involving various characters unfold through them. With these characters depicted as light, voice-overs play an integral part in bringing the characters to life. Creative Director Dan Pinchbeck took some time to share a few insights about the role of voice-acting in Rapture.


Working with voice actors:
One of the most inspiring things about working with voice actors is they bring depth to the characters you didn’t know was there as a writer. It was amazing to be able to work with the actors for a week before recording to rehearse and do script re-writes.

When it was time for auditions:
We had a rough idea of the kinds of voices we wanted for the characters but tried to keep it as open as possible. When the auditions came in, it was an easy decision for most of the characters. When we cast Lizzie, I remember we just sat in silence after listening to the audition and thought, “If this is where we’re starting from, the acting in this game is going to be amazing.”

About the game’s open-ended structure:
You can play Rapture in one sitting, or you can break it up into six parts of roughly an hour each. In that way, it’s like a TV mini-series. We were really inspired by that format, by shows like Bloodlines, Six Feet Under, or The Killing. Our aim for the acting was to produce something that could stand shoulder to shoulder with the very best TV drama.

On a different approach with showing characters:
Not being able to see the character’s faces is a really important part of Rapture. We want you to be able to bring these characters to life yourself. Part of the non-linear nature of the game is that you’re free to really get to know characters and follow their stories.