Tides of Tomorrow: finding The Mole’s voice

I love talking about these games. In Tides of Tomorrow, I play The Mole, Bombi, guards and marauders in the English-language version. I’m a British actor working internationally, and I’ve been working with DigixArt since Road 96. And it’s just fun to take part throughout the game.

From Road 96 to Tides of Tomorrow: renewed trust
My first project with DigixArt was Road 96. I was cast through Audio Workshop. After that came Road 96: Mile 0, then Tides of Tomorrow. It means a lot that they keep asking me back, and I always enjoy working with the team again.
Before that, DigixArt had already made Lost in Harmony, released in 2016, and 11-11: Memories Retold, co-developed with Aardman and released in 2018. Those are part of the studio’s history. My own involvement starts with Road 96.
A single-player adventure shaped by other people’s choices
Developed by DigixArt and published by THQ Nordic, Tides of Tomorrow was released on 22 April 2026. It’s a single-player adventure, with an Online Story-Link feature that connects playthroughs asynchronously. You encounter the consequences of a previous player’s decisions, and your own choices leave their mark for the players who come after you. You’re still in control of your own journey.
Game director Adrien Poncet explains how that works in his Xbox Wire article published on 22 April 2026: how other players’ choices affect what you find, and how your decisions still matter to your own story.
Finding The Mole’s voice with the team
The team wanted to find The Mole’s voice with me. They had ideas for him, but they gave me a lot of freedom to explore. We could try things out and work out who he was together.
I saw him as a chaotic outsider. He’s been rejected, he’s somehow still alive despite everything, and he’s obsessed with making art. That’s quite a combination to play with. He’s also very self-absorbed, and that colours the way he deals with everyone else.
Gollum is one of the references that comes to mind for me. The Mole felt more sure of himself, and more dangerous. I wasn’t playing him as frightened. It was the lack of control that distressed him.
He could be curious about someone, then turn hostile. I wanted to find those shifts and see how far I could take them without losing the character. Having the freedom to explore that was a big part of the pleasure of playing him.
Breath and facial capture
Breath was a big part of it. I wanted him to feel somewhere between life and death, but still alive. Somehow, despite everything, he’s still here. It was just a crazy space to go to.
I also did facial capture for the game. That’s one of the things I enjoy about this work: getting to bring both the voice and the face into the performance.
Recognising the people behind the game
I keep coming back to the people behind it. They’re a lovely bunch of humans, and they deserve recognition for what they’ve made. I’m very happy to have worked on several of their games, and grateful that they keep trusting me with these characters.
Here’s the official Tides of Tomorrow trailer, which gives you a glimpse of its world. I’ll leave you to discover the encounters and situations in the game for yourselves.
If you’d like to hear more, here are my game and animation performances and demos. And if you have a production in mind, you can get in touch here.
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