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We’re Flutu. A game audio studio working across AAA games, AA studios and indie teams, focused on what matters most: player experience and the trust it takes to build great things together.
In Mark of the Deep, follow Rookie as he battles cursed pirates and uncovers mysteries on a haunted island.
Read about how Flutu collaborated with Mad Mimic and Speechless to bring these characters to life, producing voice over lines in both English and Portuguese.
Our partnership allowed for a seamless voice production process, using AI-generated voices during pre-production and professional actors for the final recordings.
The integration of Speechless into our workflow helped streamline communication between narrative, programming, and design, ensuring a cost saving process, smooth implementation and efficient process from start to finish.
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In Mark of the Deep, follow Rookie as he battles cursed pirates and uncovers mysteries on a haunted island.
Read about how Flutu collaborated with Mad Mimic and Speechless to bring these characters to life, producing voice over lines in both English and Portuguese.
Our partnership allowed for a seamless voice production process, using AI-generated voices during pre-production and professional actors for the final recordings.
The integration of Speechless into our workflow helped streamline communication between narrative, programming, and design, ensuring a cost saving process, smooth implementation and efficient process from start to finish.
Mark of the Deep required more than 3,000 dialogue lines across English and Brazilian Portuguese, performed by roughly 20 professional actors.
At that volume, voice production becomes a pipeline problem as much as a performance problem. Scripts change. Pickups arrive. Files multiply. Both languages still need to stay aligned with the same game.
Temporary voices were used during production to test dialogue, timing and character scenes before the final sessions.
That gave the team something concrete to react to. A line could be rewritten, shortened or moved before an actor was in the booth. Recording time stayed focused on performance instead of discovering basic scene problems too late.
Two languages meant two sets of performances, pickups, approvals and delivered files moving against the same narrative structure.
Naming, script tracking and editing had to stay organized while the game kept changing. One missed revision across thousands of assets becomes a very real problem once implementation starts.
The final production covered more than 3,000 voice lines across pirates, creatures and narrative characters.
Flutu handled voice direction and editing while keeping the material organized for implementation. Creative direction mattered. So did knowing exactly which line belonged where.
Technology should make the actor’s work easier to use, not make the performance feel technical.
Mark of the Deep was a good example of that balance. The pipeline carried the volume so the characters could still sound like characters, not filenames.