Voice Pack Images

Getting the Visuals Right: Image Rules Across The Choicer Voicer’s Content Packs

Nothing in The Choicer Voicer scales itself. Every image you drop into a content pack shows up exactly the size you exported it — which is either liberating or a trap, depending on whether you know the rules going in. This is a walk through every place images show up across the game’s pack types, and what governs each one.

Format: One Rule, Almost No Exceptions

Wherever an image is expected — contestants, judges, studio assets — the game accepts PNG or JPG. PNG wins in practice almost every time, because JPG has no transparency channel, and nearly everything image-related in this game needs a see-through background to sit correctly against the 3D studio.

Character Portraits: Contestants and Judges Follow the Same Physics

Whether you’re drawing the player’s contestant or one of the five judges, the same three behaviors apply:

  • No auto-scaling. Export a small image and you get a small character. There’s no in-game slider to fix that after the fact.
  • Floor-anchored positioning. The bottom of the image is what touches the studio floor. If a character needs to sit higher, the fix lives inside the image file — add transparent padding at the bottom rather than looking for a repositioning option.
  • A workable target size. Around 500 pixels wide by 1000 pixels tall keeps most characters properly proportioned against the podium.

Where they differ is just the filename: a contestant needs one image, named player. A full judge panel needs five, named judge1 through judge5.

Voice Pack Images Work on a Different Logic Entirely

Character portraits are all-or-nothing — you either have the file or you don’t. Voice pack images are more forgiving, built around two shortcuts instead of a single fixed filename:

  • Filename matching. Give an image the exact same name as a clip and the game pairs them automatically — a clip called my_clip picks up an image also called my_clip with zero extra configuration.
  • Fallback images. For everything that doesn’t get its own dedicated image, name a file _pack_filler_image and it becomes the default for the whole pack. An image named _icon works as a fallback too, if a filler image isn’t present.

On top of that, since version 0.5.0 a voice pack can carry its own icon — set through the metadata editor rather than a fixed filename — purely to make the pack easier to spot in a crowded selection list.

What Happens on the Podium When a Judge Votes for You

This is a separate image system from the judge’s portrait entirely. When a judge casts a vote in your favor, their podium lights up with an image:

  • The shared default is a file named success, built to a 2:1 aspect ratio (the game’s own default sits at 512 by 256 pixels).
  • Individual judges can override this with their own version — name the file judgeX_success, where X is the judge’s number, and only that judge uses it. Judges without an override just fall back to the shared success file.

The Rarest Image in the Game

Land a genuinely rare 6-out-of-5 score and the judge screen shows off a special “absolute” image to mark it. Studio packs can override this default with a PNG or JPG named absolute_image — though it’s worth knowing a judge pack’s own absolute image takes priority if one is defined there too, so setting it in a studio pack alone won’t guarantee it’s the one players actually see.

Everything in One Place

What It Is Filename Target Size
Contestant portrait player ~500 x 1000 px
Judge portraits judge1judge5 ~500 x 1000 px each
Default podium success success 2:1 ratio, default 512 x 256 px
Per-judge podium success judgeX_success Same as default
Voice pack filler image _pack_filler_image or _icon Match your clip images
“Absolute” score image absolute_image Not strictly specified

A Habit Worth Building

Because none of these images are scaled automatically, the biggest visual mistake isn’t a bad drawing — it’s inconsistent sizing across a themed set. A contestant exported slightly larger than the judges standing next to it looks off in a way that’s hard to place until you notice it’s a proportion problem, not an art problem. Export everything in a set at the same dimensions from the start, and check it at actual in-game scale rather than trusting how it looks zoomed in inside your editor.