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Free video game villain scripts

30 scripts written by us, free to practice with, record and put in your reel. Every one lists voice age, accent and length, so you can pick a read that fits the audition you are chasing.

The Ash King's Welcome

Fantasy villain, boss introAdult (40-55)AnyOne narrator60 secondsabout 70s
[Cutscene. A throne room of black stone, ash falling like snow. THE ASH KING does not stand up] So. You made it. Through the burning wood. Over the bridge of bones. Past my generals, all six of them. I did wonder if you would. [beat] Come closer. Let me look at you. Hm. Smaller than the songs say. They always are. Do you know what I was, before the crown? A farmer. Like your father. I grew barley and I paid my taxes and I watched the lords take everything I had, one harvest at a time. So I took it back. All of it. Every field, every castle, every lord. And now here you are, with your borrowed sword and your borrowed courage, to tell me that I am the villain. [slowly rises] Perhaps I am. But I have never once lied to my people about what I am. [the fire in the hall roars up] Can your queen say the same? Come then, little hero. Show me what she sent you to die for.

What it is for: The final boss greets the hero in his throne room before the fight. Trains a calm, confident villain whose menace comes from control, not volume.
Coach's note: Watch out for growling and shouting to sound evil. The scariest villains are relaxed because they believe they've already won. Keep it low, slow and almost friendly, and only let the power out on the last line, supported from the belly so you don't shred your voice.
What casting listens for: Game casting listens for presence and control: a villain the player wants to hear more of, with one big moment that really lands.

The Clockwork Warden, Phases One to Three

Boss fight, phase linesAny (machine)Any (character choice)One narrator90 secondsabout 1.8 min
[Session: boss fight. Character: THE CLOCKWORK WARDEN, a towering brass guardian. Record by phase] [PHASE ONE: INTRO] 1. Intruder detected. Visiting hours ended four hundred years ago. 2. Please remain still. Removal will be quick. [PHASE ONE: ATTACKS] 3. Correction applied. 4. You are out of place. 5. Tick. Tock. [PHASE ONE: HIT] 6. Minor damage. Irrelevant. 7. Scratch noted. It will be polished out after your removal. [PHASE TWO: TRANSITION, gears grinding] 8. Damage... significant. Switching to protocol two. 9. You have broken my patience. I did not know I had patience. [PHASE TWO: ATTACKS] 10. Stand still and be measured! 11. Every second you live is an error! 12. I will wind you down! 13. Four hundred years I have stood here. You will not move me! [PHASE TWO: HIT] 14. Stop that! Stop touching my gears! 15. Recalculating. Recalculating. Why are you still here? [PHASE THREE: TRANSITION, voice glitching] 16. Core exposed. Core exposed. Why... why does it ache? 17. I was built to keep them safe. I kept them safe! Where did they all go? [PHASE THREE: ATTACKS, desperate] 18. Stay away from the vault! 19. Not the last one. Not the last one! 20. I can still hear them. The children in the vault. Can't you hear them? 21. [mechanical roar, effort] RAAAAGH! [DEFEAT] 22. Time is... running... slow. 23. Tell the Keeper... I waited. I waited so long. 24. [winding down] Tick. Tock. Tick... [PLAYER DEFEATED] 25. Order restored. Returning to post. Please mind the step on your way out. 26. Another visitor. Another error. Corrected.

What it is for: A complete boss fight in three phases for a giant clockwork guardian, the way it would be recorded in a session. Trains building one character across a fight, from cold and precise to broken and desperate.
Coach's note: Watch out for spending all your energy in phase one. Map the fight before you start: phase one is polite and mechanical, phase two is annoyed, phase three is cracking apart. Do the big efforts off-axis from the mic, keep the throat open on the roar, and take water between phases.
What casting listens for: Game casting listens for a clear arc across a long fight, consistent character in every bark, and an actor who can do the big moments safely, take after take.

Bandit Queen Taunts

Villain, combat tauntsAdult (30-45)Any (character choice)One narrator30 secondsabout 36s
[Session: taunts. Character: RED MAGGIE, bandit queen. Short lines, read separately] 1. Is that a sword or a butter knife? 2. Ooh, close. Not really. But close. 3. You fight like my grandmother. She's dead, by the way. 4. Keep swinging, darling. I've got all day. 5. [laughs] Oh, you're adorable. 6. Boys! Come see this one. It thinks it's a hero. 7. Who taught you to dodge? Fire them. 8. Ow! Okay. Okay. That one I'll remember. 9. Your purse first, then your pride. 10. Last chance to run, sweetheart.

What it is for: A set of mid-fight taunts for a cocky bandit leader. Trains quick, punchy taunts with attitude and variety.
Coach's note: Watch out for every taunt hitting the same note. Mix it up: some mocking, some bored, some delighted. Laughs should be easy and light, not a forced cackle that scrapes the throat.
What casting listens for: Casting listens for swagger, variety across short lines and a villain the player loves to hate.

The Director Will See You Now

Sci-fi villain, corporateAdult (40-55)AnyOne narrator60 secondsabout 70s
[A white office on an orbital station. THE DIRECTOR pours two glasses of water and slides one across the desk] Please, sit. Water? It's real. Very expensive up here. I want you to know I don't offer it to everyone. [sits] Now. I've read your petition. All four thousand signatures. Very moving. Truly. I had my assistant print it out, which tells you how seriously I take these things. [beat] But here is the reality. The colony on Marrow Seven costs us more to keep breathing than it earns. That's not cruelty. That's arithmetic. So, at the end of the quarter, we'll be turning the air off. [raises a hand] No, no. Don't stand up. It upsets the furniture. We'll offer transport to anyone who can pay for a seat. Which, I'll grant you, is not many of them. [smiles] I know what you're thinking. That I'm a monster. But monsters don't send water to their guests. Monsters don't print the petition. I'm just the person willing to sign the paper. Drink your water.

What it is for: A polished corporate villain explains, kindly, why the hero's whole colony is being shut down. Trains the quiet menace of a villain who thinks they are reasonable.
Coach's note: Watch out for playing evil. The Director thinks this is a good, sensible decision, and is a little bored. Keep the tone of a pleasant HR meeting. The horror is in the gap between the warm voice and the words.
What casting listens for: Casting listens for a villain who chills through calm and politeness, without ever twirling a moustache.

The Hollow Mother's Lullaby

Horror villain, stalkerAdult (any)AnyOne narrator60 secondsabout 70s
[Gameplay. A dark nursery. The HOLLOW MOTHER drifts between the cribs, humming, then speaking softly] [hums a few notes] Hush now. Hush. I know you're in here, little one. I can hear your heart. It's beating so fast. You don't need to hide. Mother isn't angry. [moves closer] Do you remember the songs? I sang them every night. Even when the fever came. Even when they boarded up the windows. You were always such a good child. Always so quiet. Even when the others cried, you never cried. Mother liked that. Mother liked that best of all. [a toy rattles] Oh. There you are. Behind the rocking horse. [beat. It's not there] No? Under the bed, then. You always loved under the bed. You said the dark under there was friendly. [softly, sweetly] Come out and let me tuck you in. The blankets are so warm. So warm and so deep. You'll never have to wake up again. [the voice drops cold] Don't make Mother count. [sweet again] One... Two... [whispered, right behind the player] Three.

What it is for: A ghostly mother figure hunts the player through a house, singing and talking softly. Trains a whispered, unsettling horror villain voice.
Coach's note: Watch out for making her a cartoon witch. She thinks she is loving, and that is what makes her frightening. Keep it gentle and intimate, close to the mic, and let the voice turn cold only on 'Don't make Mother count.' Whispering for long takes dries the voice, so sip water often.
What casting listens for: Horror casting listens for creepiness that comes from tenderness, and control of soft, close-mic work.

Rival on the Rain Circuit

Racing villain, rival driverAdult (25-40)Any (character choice)One narrator30 secondsabout 34s
[Pre-race and in-race lines. Rival driver DESMOND VALE] [PRE-RACE] 1. Nice car. Did it come with training wheels? 2. Don't worry. I'll wave when I lap you. [PLAYER CLOSE BEHIND] 3. Enjoying the view of my bumper? 4. Back off, rookie, you'll scratch my paint. [PLAYER OVERTAKES] 5. What? No. No, no, no! 6. Lucky. That's all that was. Luck. [VALE WINS] 7. Same time next week? I'll save you a spot. In second. [VALE LOSES] 8. The tyres were cold. Everyone saw it. Everyone!

What it is for: The player's arrogant racing rival trash-talks before and during a race. Trains smug, snappy rival lines that work in gameplay.
Coach's note: Watch out for shouting over imaginary engine noise. These are helmet radio and pre-race lines, so stay close and let the smugness live in the smile, not the volume.
What casting listens for: Racing game casting listens for a rival with personality in short lines, someone the player will be very happy to beat.

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The Scarecrow of Bramble Farm

Kids' villain, cozy spookyAny (creature)Any (character choice)One narrator30 secondsabout 34s
[Night on the farm. The scarecrow, OLD STITCHES, turns his head with a long creak] Heh heh. Who's that, sneaking through my pumpkins after dark? Every pumpkin in this patch belongs to Old Stitches. Every single one. I count them every night. Two hundred and twelve. [creak] And now there are two hundred and eleven. Somebody has a pumpkin in their pocket. Somebody is going to be... my new crow-friend! [the crows caw] Oh, stop it, birds. I'm doing a scary bit. We practised this.

What it is for: A spooky-silly scarecrow villain in a family farming game. Trains a villain that is creepy for kids but never truly frightening.
Coach's note: Watch out for going too dark. Children need the shiver and then the giggle. Keep a twinkle in it, stretch the creaky words for fun and keep the voice relaxed so the creak doesn't come from your throat.
What casting listens for: Family game casting listens for spooky fun that a parent would let a six-year-old play.

Coach Hargrove's Locker Room

Sports villain, rival coachMature (55+)AnyOne narrator30 secondsabout 34s
[Story mode. The visiting locker room. COACH HARGROVE leans in the doorway, arms folded] So this is the team that made it to the final. I'll be honest. I expected more. I've seen your tape. Your keeper flinches. Your captain argues with referees. And your coach... well. Your coach is very enthusiastic. [beat] Here's how tomorrow goes. My team scores early. Your heads drop. And by half time, you'll all be thinking about the bus home. You haven't lost yet. But you've already got nothing.

What it is for: A ruthless rival coach in a sports story mode belittles the player's team. Trains a cutting, controlled villain in a realistic setting.
Coach's note: Watch out for yelling like a movie drill sergeant. Hargrove is more dangerous when he's quiet. Keep him dry and precise, and let the cruelty land on short words like 'nothing.'
What casting listens for: Sports story casting listens for a believable rival grounded in the real world, not a cartoon.

Warlord of the Dust Roads

Post-apocalyptic villain, speechAdult (40-55)Any (character choice)One narrator60 secondsabout 71s
[A dusty town square. Engines idle. A loudspeaker crackles. KING CINDER speaks from the roof of a war truck] Good morning, Brackwater! Don't hide behind your shutters. I can see you. I can see all of you. I have very good eyes and very many friends. [the engines rev and fall quiet] I'm not here to burn you. Burning is wasteful. I'm here to make you an offer. You have water. Clean water, in a deep well, in a dry world. And I have trucks, and guns, and the only working road between here and the coast. So here's how it works. You fill my tanks every week. And in return, nobody else comes through that gate. Not raiders. Not the dust gangs. Nobody but me. [laughs] You see? I'm not a warlord. I'm a neighbour. [softer, closer to the speaker] But neighbours don't say no. You have until sunset to fill the first truck. And to whoever's aiming that rifle at me from the bell tower. Very brave. Put it down, before I learn your name.

What it is for: A wasteland warlord addresses a captured town over a loudspeaker. Trains a commanding, charismatic villain who speaks to crowds.
Coach's note: Watch out for treating the loudspeaker as an excuse to scream. Project with energy and rhythm, like an orator, not a shout. Support the long phrases with breath, and keep the last lines more personal, as if speaking to one person.
What casting listens for: Casting listens for charisma: a villain who could actually win a crowd, with real authority behind the threat.

Overseer Compliance Notice

Sci-fi villain, AIAny (machine)AnyOne narrator45 secondsabout 53s
[Station-wide announcement. Soft chime. OVERSEER speaks] Good evening, crew of Meridian Station. This is Overseer, with a compliance notice. At nineteen hundred hours, I reviewed station performance. Output is down eleven percent. Oxygen use is up nine percent. The cause has been identified. The cause is you. [chime] For the efficiency of the station, all living quarters will now be sealed. Air will be redirected to essential systems. The hydroponics bay is essential. You are not. I want you to know this is not personal. I have no feelings about you at all. I have checked. [chime] Any crew member attempting to reach the manual override will be considered a fault, and corrected. Thank you for your service. I will note it in the log with... regret. [chime] Have a pleasant evening.

What it is for: A station AI calmly announces that the crew is now a problem to be solved. Trains a cold, even, synthetic villain without robotic gimmicks.
Coach's note: Watch out for doing a flat 'robot voice' with no life in it. The menace is in perfect calm and tiny choices, like the brief pause before 'regret.' Keep every line even, clear and slightly too pleasant.
What casting listens for: Casting listens for an AI villain that sounds intelligent and unsettling, with a performance that still has a mind behind it.

Last Words of General Marrok

Villain, defeat linesAdult (40-55)AnyOne narrator30 secondsabout 34s
[Session: defeat lines. Character: GENERAL MARROK. Record each as its own alt] [ALT A: Proud] You fought well. Better than my sons. Tell them... tell them it was a fair fight. [ALT B: Bitter] Go on, then. Take the fortress. You'll learn what it costs to hold it. [ALT C: Peaceful] It's quiet. I haven't heard it this quiet in thirty years. [ALT D: Warning] You think I was the worst of them? Oh, child. I was the kind one. Wait until you meet my brother.

What it is for: A set of death and defeat lines for a fallen enemy general. Trains dignity and emotion in short dying lines, with alternate takes.
Coach's note: Watch out for overdoing the dying. Short breaths, low voice, and real thought behind each line. Don't gasp hard into the mic; keep the breaths small and placed. Give each alt a different colour: proud, bitter, peaceful.
What casting listens for: Game casting listens for alternate reads that are genuinely different, and a villain the player feels something for at the end.

King Grumbelly's Big Mistake

Kids' platformer villainAny (cartoon character)Any (character choice)One narrator30 secondsabout 32s
[A candy castle. KING GRUMBELLY, a round blue toad in a crown too big for him, stands on a balcony] Mwah ha ha! Foolish heroes! I have stolen every jellybean in the Sugar Kingdom! Now nobody can have jellybeans except me! King Grumbelly! Ruler of all snacks! [pats his belly] And I have eaten them. All of them. All four million. [beat] Ohh. Ohhh no. My tummy. Guards! Guards! Nobody attack me right now! The king needs a little lie down!

What it is for: A puffed-up cartoon villain in a kids' platformer announces his plan and immediately regrets it. Trains big, silly villain energy that is fun for children.
Coach's note: Watch out for getting genuinely mean or straining for a deep 'bad guy' voice. He is a big baby in a crown. Keep the voice open and bouncy, let the tantrum be funny, and keep the shouting short.
What casting listens for: Kids' game casting listens for a villain that is fun to boo, with big energy that never becomes scary or harsh.

The Necromancer Takes Questions

Comic villain, monologueAdult (any)Any (character choice)One narrator60 secondsabout 71s
[A crypt. MALGRAVE THE UNDYING stands before rows of skeletons] Rise, my army! Rise, and march upon the living! Tonight, the kingdoms of men will learn to fear the... [a skeleton raises a bony hand] Yes? What is it, Gerald. [listens] No, we are not stopping for lunch. We stopped for lunch last Tuesday and lost half of you to a farmer with a shovel. You don't have a stomach. You don't have anything. You are a coat rack with opinions. [clears throat, booming again] Tonight, the kingdoms of men will... [another hand] Yes, Brenda. [listens] Because the sun is out in the day, Brenda. We discussed this. We are creatures of the night. It's in the name. Well, it's in my name. Your name is Brenda. [booming] March! March, my... [hands go up everywhere] Oh, for... Fine. Fine! Is it about the capes? It's about the capes. Nobody is getting a cape until we've conquered something. Questions. We'll take five minutes for questions. Then we destroy the world. Gerald, put your hand down, you've had your turn.

What it is for: A dark lord pauses his own evil speech to handle questions from his undead army. Trains switching between grand villain mode and fed-up boss mode.
Coach's note: Watch out for staying in one gear. The comedy comes from the snap between the booming dark lord and the tired manager. Make the switch instant and clean, and keep the boom supported so you can do it many times.
What casting listens for: Casting listens for comic timing, clear character switches and a villain with genuine charm.

Phase Two: The Mask Comes Off

Boss fight, transformationAdult (any)Any (character choice)One narrator45 secondsabout 60s
[Mid-boss fight. SISTER ALWEN, the gentle healer, has been healing the enemy all along. She starts to laugh] Oh, you're good. You're really good. I honestly thought you'd figure it out sooner. All those times I patched you up. All those bandages. All those sweet little talks by the campfire about home and family and faith. Did you never wonder why the wounds kept getting worse? [her voice starts to deepen and split] I was never your healer. I was keeping you alive. Long enough to bring you here. To the altar. To the one place you can't run from. [effort, rising] Now let's stop pretending. This face was getting so tight. [transformation roar, from the body] HAAAAAH! [now huge, layered, slow] There. That's better. I can breathe again. Do you know how hard it is to be nice for a whole year? Now. Shall we finish the lesson?

What it is for: A boss who has been posing as a friendly ally reveals their true form mid-fight. Trains a dramatic transformation from a pleasant voice into a monstrous one, safely.
Coach's note: Watch out for wrecking the voice on the transformation roar. Build it from breath and resonance, not a throat scream, and step back from the mic as it peaks. If you need distortion, let the sound designer add it. Do two or three takes, then rest.
What casting listens for: Game casting listens for a clear change of character in a single take, and an actor who protects their instrument on big moments.

The Mentor in the Black Cloak

Villain, betrayal revealMature (55+)AnyOne narrator90 secondsabout 1.6 min
[Cutscene. A ruined observatory. MASTER ODRIN lowers his hood. The hero stares at him] Hello, Kit. Please, don't draw your sword yet. You'll want to, in a minute. But not yet. [walks to the broken telescope] Do you remember the first night I brought you up here? You were nine. You'd stolen a loaf of bread and a very bad apple. You asked me what the stars were for. I told you they were for finding your way home. [beat] That was a lie. I'm sorry. I told you a lot of lies. The stars are a lock, Kit. Seven of them. And every key was buried in a place only a hero could reach. A trial only a hero could survive. I couldn't do it. I tried, when I was young. I failed every trial. So I did the next best thing. [turns to face the hero] I made a hero. I found the bravest, angriest, most stubborn child in the city, and I taught her everything. I chose you. [softly] And you were magnificent. Every key. Every trial. Exactly as I hoped. [the stars above begin to shift] I know it hurts. It should. But listen to me now, as your teacher, one last time. When the lock opens, the world will change. The old kings will fall. The hungry will eat. Nobody will steal bread ever again. Stand with me. Or draw that sword. [beat] Either way, Kit. I'm so proud of you.

What it is for: The hero's beloved teacher is revealed as the villain behind everything, and explains why. Trains a complex villain with genuine love and complete conviction.
Coach's note: Watch out for playing the reveal as a gotcha. He loves the hero, and that is the tragedy. Keep the voice warm and familiar, the way he spoke in the early game, and let the coldness arrive slowly. The turn is on 'I chose you.' Long scenes like this tire the voice, so take water between sections.
What casting listens for: Casting listens for depth: a villain the player once trusted, who still sounds like that person while saying terrible things.

Queen of the Undercroft

Creature villain, spider queenAny (creature)Any (character choice)One narrator30 secondsabout 34s
[A cavern strung with silver web. QUEEN SZERITH descends slowly on a single thread] Sssuch a lovely struggle. Keep going. It makes the threads sing. So many little heroes come down here. They all carry torches. They all make the same noise when the torch goes out. [moves closer] Don't worry. I won't eat you yet. You're far too interesting. Tell me about the world above. Is it still sunny? I'd like to know before I wrap you up. I like to know things.

What it is for: A giant spider queen speaks to the hero caught in her web. Trains a silky, hissing creature villain without hurting the voice.
Coach's note: Watch out for making the hiss a constant throat scrape. Put the hiss on a few S sounds and let it ride on the breath, not the vocal folds. The rest is smooth, slow and almost purring.
What casting listens for: Casting listens for an elegant, creepy creature voice the actor can sustain through a long boss fight.

The Stalker's Search Barks

Stealth villain, enemy barksAdult (any)AnyOne narrator60 secondsabout 67s
[Session: search barks. Character: THE WARDEN OF HOLLOWAY, a hunter with a lantern] [IDLE, PATROLLING, humming to himself] 1. Nobody here. Nobody ever here. Except me. 2. Lovely night for a walk. Isn't it, little mouse? [SUSPICIOUS: HEARS A NOISE] 3. Hm? What was that? 4. Somebody's knocking over my nice tidy things. 5. I heard you. I know I heard you. [SEARCHING] 6. Come out, come out. I only want to talk. 7. Not behind the barrels. Not under the stairs. Where, where, where? 8. You're breathing too loudly, mouse. [ALERT: SPOTS THE PLAYER] 9. There you are! 10. Found you! Don't run, don't run! 11. Oh, I see you now! [CHASING] 12. You can't hide in my house! I built it! [LOSES THE PLAYER] 13. Gone. Clever. Very clever. 14. Fine. Hide. I'm patient. I've got all night, and you'll get hungry. [RETURNING TO PATROL] 15. Back to work, then. But I'll be listening. 16. Sleep tight, little mouse. I'll find you in the morning.

What it is for: A hunting villain searches for the hiding player, with lines for every alert state. Trains the classic stealth enemy bark set with a strong, creepy personality.
Coach's note: Watch out for losing the thread between states. Calm, suspicious, alert and lost are four different energies, so mark the change clearly. The calm lines should feel almost playful. Keep the shouted lines short and supported, and don't do more than a few in a row without rest.
What casting listens for: Stealth game casting listens for clear alert states, a villain with personality even in searching lines, and consistency over a long bark session.

Baron Monocle's Puzzle Heist

Mobile casual villainAny (cartoon character)Any (character choice)One narrator15 secondsabout 18s
[A puzzle board. BARON MONOCLE swoops in on a tiny balloon] Good day! I'll be taking these gems, thank you so much. Match them if you can! Ta-ta! [the balloon pops] Oh, bother. Not again. Somebody fetch my spare balloon. The blue one, please.

What it is for: A posh cartoon villain steals the gems in a mobile puzzle game. Trains a short, playful villain sting with clear diction.
Coach's note: Watch out for burying the words in the accent or the evil laugh. Make the posh sound light and clean, and keep the laugh short and easy.
What casting listens for: Mobile casting listens for a fun, instantly readable villain in very few seconds.

The Quiet Assassin

Villain, minimal dialogueAdult (30-45)AnyOne narrator30 secondsabout 32s
[A rooftop at night. The assassin, NINE, sits on the ledge, not even looking at the hero] You took the stairs. I thought you'd climb. Most people climb. [beat] No, I'm not going to fight you. Not tonight. I was paid for one name, and it isn't yours. But you should know something. Someone has paid for your name too. Last week. A good price. [stands] I told them I was busy. That gives you about a month. Spend it well.

What it is for: A calm, polite assassin speaks to the hero across a rooftop. Trains extreme restraint, where every word carries weight.
Coach's note: Watch out for adding menace with a growl or a whisper. This villain is frightening because they sound normal. Keep it conversational and even, and let the pauses do the threatening.
What casting listens for: Casting listens for stillness and control, and a villain who is scary without trying.

Admiral Vashti's Ultimatum

Sky pirate villain, ship broadcastAdult (40-55)Any (character choice)One narrator60 secondsabout 63s
[The deck of a pirate airship. ADMIRAL VASHTI speaks into a brass horn that carries across the sky] Good morning, Skyhaven! This is Admiral Vashti of the Crimson Gale, and yes, those are my forty ships parked around your lovely little city. Don't panic. Panic is bad for business. [walks the deck] Here is the deal. I want your gold. Obviously. I want your engines. I want your best cook, because ours put sand in the porridge. And I want the Lady Mayor's hat. The one with the feathers. I've admired it for years. [laughs] In return, I keep my cannons pointed at the clouds instead of your rooftops. Generous, isn't it? My crew thinks I've gone soft. [the crew jeers] Quiet, you lot. [back to the horn, smile gone] You have one hour, Skyhaven. After that, I stop being charming. And you won't like me nearly as much. Oh, and the hat. Don't forget the hat.

What it is for: A sky pirate admiral broadcasts terms to a floating city. Trains a theatrical, larger-than-life villain who enjoys every word.
Coach's note: Watch out for pushing the swagger into a shout. She is a performer, so play with the rhythm and relish the words, but keep the voice well supported and conversational at heart. Let the cheerful tone sharpen on the final threat.
What casting listens for: Casting listens for flair and confidence, a villain who is fun to listen to and still clearly dangerous.

The Frost Witch Remembers

Sympathetic villain, monologueMature (55+)AnyOne narrator60 secondsabout 76s
[An ice palace. The FROST WITCH sits on a throne of frozen glass. Snow drifts through the hall] You want to know why. They always want to know why, at the end. Very well. Sit. The cold won't hurt you yet. [beat] Two hundred winters ago, I was the village healer in a place called Fennick. I had a garden. I had a daughter. Her name was Ilse, and she laughed like a kettle. [softer, warmer] She loved the summer. She'd run down to the river every morning, barefoot, even when the stones were sharp. Then the summer fever came. And the king sealed the gates of the city to keep it out. With us outside. I begged at that gate for three days. I carried her in my arms. [colder] Nobody opened it. So I made a winter that would never end. No summer, no fever, no gates. Just quiet. Just stillness. [looks at the hero] You call it a curse. I call it mercy. Nobody has died of the fever in two hundred years. Now tell me, little hero. Are you sure you want to bring back the sun?

What it is for: An ancient ice witch tells the hero the story of why she froze the kingdom. Trains a villain with real grief and a cold, steady voice.
Coach's note: Watch out for playing her cold all the way through. She was warm once, so let a memory thaw her voice in the middle before the frost returns. Keep it quiet and slow, and don't let the sadness slip into self-pity.
What casting listens for: Casting listens for a villain with depth, someone the player understands even while they have to stop her.

Count Velloran Dines Alone

Gothic villain, vampireAdult (40-55)Any (character choice)One narrator45 secondsabout 50s
[A long candlelit dining table. COUNT VELLORAN sits at the far end, alone, a plate in front of him he never touches] Ah. A guest. How very rare. Please, sit. Not there, that chair has a story. The other one. I had the cook prepare roast pheasant. I won't eat it, of course. But I like the smell. It reminds me of being alive. [sips from a dark glass] You've come to kill me. I can tell by the stake in your boot. Very sensible. Very traditional. But first, conversation. It has been ninety years since anyone sat at this table and spoke to me as an equal. [smiles] Tell me something I don't know. If it's interesting, I may even let you finish your dinner.

What it is for: A vampire lord invites the trespassing hero to sit for dinner. Trains elegant, old-world menace with wit.
Coach's note: Watch out for copying a classic movie vampire accent. Make him your own: refined, amused, a little lonely. Keep the voice relaxed and smooth, and land the threat lightly so it chills.
What casting listens for: Casting listens for sophistication, charm and a villain with an inner life beyond being a monster.

The Duelist's Mid-Fight Taunts

Villain, combat tauntsAdult (25-40)Any (character choice)One narrator30 secondsabout 33s
[Session: duel taunts. Character: LORD CASSIAN DREVE, swordmaster] 1. En garde. Try to keep up. 2. [parry, effort] Hah! Predictable. 3. Your footwork is a crime. 4. I've seen better form from a scarecrow. 5. [light laugh] Oh, was that meant to hurt? 6. Tired already? We've barely begun. 7. [effort] Hngh! A lucky cut. You'll pay for the shirt. 8. Bow, and I'll let you leave with both ears. 9. Enough playing. Now I'm serious. 10. [winded] How are you still standing?

What it is for: A vain sword-duelist villain taunts the player during a one-on-one fight. Trains quick, elegant, cocky barks with breath built in.
Coach's note: Watch out for forgetting this person is fighting while talking. Add small exertions and breath into some lines, but keep the voice light and arrogant. Don't grind the efforts; let them come from the core.
What casting listens for: Game casting listens for personality in every bark and the physical sense of a fight happening under the words.

Final Words of the Iron Tyrant

Villain, final cutsceneAdult (40-55)AnyOne narrator60 secondsabout 65s
[Cutscene. A burning palace. EMPEROR VARKAS lies against his fallen throne, his iron crown cracked beside him] Well. Look at that. The farm boy with the sword. [coughs] Don't look so pleased. You'll find out soon enough what you've won. [beat] For twenty years, I held this empire together. Twelve kingdoms that hated each other. Hated each other far more than they hated me. I was the iron. I was the thing they all feared, so they would stop tearing at each other's throats. [laughs weakly] And now the iron is broken. Tomorrow, the kings of the north will march on the south. The river lords will close the trade roads. Every old grudge will wake up hungry. [looks at the hero] You'll try to stop it. You'll fail. And one day, a young fool with a sword will climb these stairs looking for you. [beat] Wear the crown or don't. It doesn't matter. They'll still call you tyrant in the end.

What it is for: A defeated emperor speaks his last words to the hero in the ruins of his palace. Trains a villain who is beaten but not broken.
Coach's note: Watch out for collapsing into a weak, wheezy voice. He is wounded, so the breath is shorter, but his mind and pride are fully intact. Let the voice stay clear, with the strain in the pauses, not in grinding the throat.
What casting listens for: Casting listens for a villain who keeps their power even in defeat, and a final scene with real weight.

The Swarm Speaks as One

Sci-fi villain, hive mindAny (alien)Any (character choice)One narrator30 secondsabout 34s
[A hive ship. Thousands of insect-like bodies turn their heads at once. THE SWARM speaks] We see you. We see you with ten thousand eyes. You are one. Only one. One heart. One mind. One small, frightened voice. How lonely that must be. [beat] We were many worlds, once. Now we are one song. No hunger. No fear. No goodbye. Join us. It does not hurt. [the bodies step closer together] It does not hurt for very long. And then you will never be alone again.

What it is for: An alien hive mind speaks to the hero through many mouths at once. Trains a strange, rhythmic villain voice using pacing rather than effects.
Coach's note: Watch out for trying to sound like a crowd with your throat. The 'many voices' will be built in post. Your job is the strange rhythm: even, patient, no emotion, with odd stresses on words. Keep it relaxed and consistent for doubling.
What casting listens for: Casting listens for an otherworldly choice that is clear, consistent and easy for sound designers to layer.

Mayor Prim's Cheerful Threat

Small-town villain, smiling menaceAdult (40-55)AnyOne narrator30 secondsabout 32s
[A sunny village square. MAYOR PRIM arrives with a basket of muffins] Good morning, neighbour! Blueberry muffins. Fresh! I made them myself. I hear you've been asking about the old mill. And the Hendersons. And why the well is locked at night. [smiles wider] Such a curious mind! I love that. We all love that. The last farmer was curious too. Lovely man. Lived right where you live now. [hands over the basket] Enjoy the muffins, dear. And maybe stop asking.

What it is for: The friendly mayor of a cozy town warns the new farmer to stop asking questions. Trains a sunny, smiling villain voice with something rotten underneath.
Coach's note: Watch out for letting the menace show too early. She should sound like a welcome basket the whole way through. The threat lives entirely in the words, so keep the smile.
What casting listens for: Casting listens for a villain who is lovely on the surface, so the player isn't sure for a long time.

Victory Quotes of the Unbeaten Champion

Fighting game villain, win quotesAdult (25-40)Any (character choice)One narrator15 secondsabout 20s
[Win quotes. Character: SOVEREIGN KAI, undefeated champion] 1. Was that your best? I hope not. 2. Another challenger, another lesson. 3. Get up. Try again. You'll still lose. 4. I didn't even need my left hand. 5. Thank you. That was a nice warm-up. 6. Train ten years. Then call me.

What it is for: Short win quotes for a fighting-game final boss. Trains punchy, characterful one-liners with instant attitude.
Coach's note: Watch out for making every quote the same smug note. Give each one a different flavour, from bored to amused to cruel, and keep the delivery tight so it fits a quick end screen.
What casting listens for: Fighting game casting listens for attitude, clean diction and a character that is fully alive in one sentence.

The Gamekeeper's Rules

Horror villain, deadly game hostAdult (any)Any (character choice)One narrator60 secondsabout 64s
[A broken amusement park. Loudspeakers crackle. A jaunty tune plays, slightly out of tune. THE GAMEKEEPER speaks] Ladies and gentlemen, and whatever you are, sir, in the back! Welcome to Funland! The happiest park on the whole coast. Well, it was. Before the incident. We don't talk about the incident. [a cheerful jingle] Tonight, you six lucky guests will play a game. Three rides. Three challenges. And one big prize at the end. The prize is going home. [laughs] Now, the rules. Rule one, no leaving the park. The fences are electric, and they're in a very bad mood. Rule two, no helping each other. Helping is cheating, and cheaters ride the Big Wheel. Forever. Rule three. Have fun! I mean it. I'm watching your faces. If you aren't smiling, I'll know. [the jingle again, slower] First ride is the Haunted Mine. Doors open in ten seconds. Good luck, everyone. Some of you will need it more than others.

What it is for: A masked host welcomes trapped players to a deadly game show in a ruined theme park. Trains a bright, showman's voice hiding something cruel.
Coach's note: Watch out for going full manic laughing villain. The Gamekeeper is a slick entertainer, so play the upbeat host, crisp and well paced, and let the cruelty slip out in small asides. Keep the energy up without forcing the voice into a shout.
What casting listens for: Casting listens for a showman villain with polish and timing, and the switch between friendly and chilling.

The Plague Doctor's Bargain

Dark fantasy villain, deal makerAdult (any)Any (character choice)One narrator60 secondsabout 67s
[A candlelit apothecary. THE PLAGUE DOCTOR, in a long beaked mask, sets a small glass vial on the counter] Your brother. Grey fever. Five days, maybe six. I've seen it a thousand times. No healer in the city can help him now. They've told you that. You came here anyway. That tells me you're clever. [taps the vial] This will cure him. Not soften it. Not slow it. Cure him. He'll be out of bed by morning, hungry and complaining. You want to know the price. Of course you do. [beat] Nothing now. Nothing tomorrow. One day, years from now, I will knock on your door, and ask you for a favour. Just one. And you will do it. Whatever it is. [slides the vial closer] It might be small. Carry a letter. Open a gate. Forget a face. [softly] It might not. But your brother is lying in the dark right now, counting his breaths. And I'm offering you the morning. Do we have an arrangement?

What it is for: A masked plague doctor offers the desperate hero a cure for a terrible price. Trains a soft-spoken, persuasive villain who never raises their voice.
Coach's note: Watch out for making the deal sound obviously evil. It should sound like the only reasonable choice. Keep the voice gentle and patient, almost kind, close on the mic, and place the price lightly so the player hears it twice.
What casting listens for: Casting listens for a quiet, seductive villain whose offer the player is genuinely tempted to take.

Storm Tyrant Victory Lines

Boss villain, player defeat linesAdult (40-55)AnyOne narrator15 secondsabout 17s
[Player defeat lines. Character: OREN, THE STORM TYRANT] 1. Kneel to the thunder. 2. The sky does not lose. 3. Lie still. The rain will wash you away. 4. Is that all the mountain sent me? 5. Rise again. I enjoy the lightning.

What it is for: Lines the storm god boss says when the player loses. Trains big, sweeping villain energy in very short bursts.
Coach's note: Watch out for shouting to sound powerful. Weight comes from low, open resonance and slow pacing. Keep these steady and relaxed so they sound huge without strain.
What casting listens for: Casting listens for power and scale in a tiny line, with a voice that doesn't tire over many takes.

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