Character voice
Describe the character, the age range and the delivery in one sentence. Gradium returns a voice id you call from the API or the SDK, with no actor, no session fee and no licensing. The prompt below is the one that produced the voice in the sample.
Hear it
“Listen here, ye sea-bitten scallywags. We've sailed through the devil's own squalls and danced with the Kraken itself, but the prize that lies beyond that reef is worth every drop of sweat and blood.”
A gruff Bristolian English male pirate voice, 45 to 60, for game and character narration: weathered low pitch, gravelly timbre with heavy vocal fry, strong projection, at a steady, unhurried pace, boisterous and commanding energy.
This exact wording produced the voice in the sample above. Change any part of it and the voice changes with it.
A prompt is built from parts: the age, then pitch, texture, projection, pace and energy. Change one part and you get a variation. These are starting points to adapt, not finished prompts.
The prompt as written. Low pitch, unhurried pace, boisterous energy, and the vocal fry carrying the weathering.
A Bristolian English male voice, 45 to 60, for game and character narration: gruff, with weathered low pitch, steady, unhurried pace, boisterous and commanding energy, gravelly timbre with heavy vocal fry and strong projection.
Copy this as it stands.
Take the energy out and keep everything else. Menace is quiet, which is the opposite of what most character prompts ask for, and it is why villain voices so often come back sounding like pantomime.
A Bristolian English male voice, 45 to 60, for game and character narration: cold and deliberate, with weathered low pitch, steady, unhurried pace, low energy, gravelly timbre with heavy vocal fry and a quiet, close delivery. Ideal for antagonists, boss dialogue and horror narration.
In colour: the 4 parts that make this style.
Push the age up and swap gruff for warm. Watch intelligibility here: older voices drift breathy, so add clear diction if the character has to deliver instructions.
A Bristolian English male voice, 60 to 75, for game and character narration: warm and worn, with weathered low pitch, steady, unhurried pace, low-to-mid energy, gravelly timbre with heavy vocal fry and strong projection. Ideal for quest-givers, narrators and tutorial guides.
In colour: the 4 parts that make this style.
The one direction where fast pacing works, because the character is meant to trip over itself. Keep the vocal fry or it stops sounding like it belongs in the same world as the others.
A Bristolian English male voice, 25 to 40, for game and character narration: eager and scattered, with mid-high pitch, fast pacing, boisterous and commanding energy, gravelly timbre with heavy vocal fry and strong projection.
In colour: the 4 parts that make this style.
Five things worth copying into any character voice, and the reasons they are in this prompt rather than left to chance.
The method behind the prompt: what each clause does, what breaks it, and what it was tested on.
Each row is one part of the prompt above and what it is set to here. Change a single row and you get a variation on this voice; change several and you get a different one.
| Clause | This prompt |
|---|---|
| Accent / locale | Bristolian English |
| Gender | male |
| Age range | 45 to 60 |
| Purpose | game and character narration |
| Character | gruff |
| Pitch | weathered low pitch |
| Pace | steady, unhurried pace |
| Energy | boisterous and commanding energy |
| Resonance / timbre | gravelly timbre with heavy vocal fry |
| Modifiers | strong projection |
4 failure modes we hit repeatedly, and what fixes each one.
Listen here, ye sea-bitten scallywags. We've sailed through the devil's own squalls and danced with the Kraken itself, but the prize that lies beyond that reef is worth every drop of sweat and blood.
Deliberately theatrical, because that is what a character voice has to survive. Audition every candidate on something flat and administrative as well, or you will not find out whether you have a voice or a performance until the script is written.
Descriptor words do not transfer between locales. Energetic and bright travel intact, but most descriptors resolve to a different sound depending on the language they are read in. Character work is the most exposed to this, because a trope like the stage pirate is culturally specific: the French equivalent is a different set of acoustic cues, not a translation of these words.
"A gruff Bristolian English male pirate voice, 45 to 60, for game and character narration: weathered low pitch, gravelly timbre with heavy vocal fry, strong projection, at a steady, unhurried pace, boisterous and commanding energy." That is the exact prompt that produced the voice in the sample above.
Because the stage-pirate accent is really a West Country one, and naming a real place gives the model an acoustic target instead of a trope. Bristolian is not in our mapped accent set, which is why there is no Bristolian accent page: the model approximates it here in service of a character, and that is a different promise from offering it as an accent.
Yes. A designed voice is generated rather than cloned from a person, so there is no actor to license and no session to re-book when the script changes. That is the practical reason studios use Voice Design for NPC dialogue: hundreds of distinct voices without hundreds of casting calls.
Keep the character in the texture clauses rather than the emotional ones. Textures such as gravelly timbre and vocal fry hold across arbitrary new text; emotional instructions drift line to line. Then audition the candidate on a flat, ordinary sentence before you commit to it.
A designed voice is a normal voice id: same endpoints, same SDK, same latency as any library voice. Every voice we ship clears blind listener comparison and an ELO ranking first, because roughly one candidate in a thousand has it.
Paste the prompt, change the parts that matter to you, and generate. No casting call, no session fee, no licensing.