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Dialog Production for BioWare’s Mass Effect

Dialog Production for BioWare’s Mass Effect. with Simon Pressey and Mac Walters. Story Based Game Design. The story comes first The game evolves from the story Dialog is key Writer’s have a big role to play . The Writers. Writers are a part of Design We work as a team

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Dialog Production for BioWare’s Mass Effect

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  1. Dialog Production for BioWare’s Mass Effect with Simon Pressey and Mac Walters

  2. Story Based Game Design • The story comes first • The game evolves from the story • Dialog is key • Writer’s have a big role to play

  3. The Writers • Writers are a part of Design • We work as a team • Provide regular peer review • Hold the narrative vision of the game

  4. What’s it look like on paper? • Approximately 28,000 lines • Average of 12.5 word/line • Approximately 300k words of VO dialog • Over 300 unique characters • Approximately 700 Dialog Files

  5. What’s it look like on screen?

  6. Planning • Setting and characters developed • Story arc fleshed out • Character bible • Wrex Example

  7. Let the Writing Begin • Written by area • Conversations by Area and Character • Dialog Toolset

  8. Text to Speech • Not used on Mass Effect • Verify play back system function • Ball park memory requirements • Inform team of plot and context

  9. Casting • VO directors - Audition talent with test dialog • Charicature - Accents and Sci Fi genre • Video games versus animation • Over acting realism • Familiarity with VO and non linear dialog

  10. Selection • Writers- VO director-Game Designer- Producer-Marketing-Audio Director

  11. Star Power • True Marketing Impact • Engagement level of the talent • Experience with VO and non linear stories • Make them comfortable, take the time to explain what is involved and expected, avoid making them vunerable • Don’t hire actors for there looks even if marketing are convinced it will sell

  12. Print it! Almost… • Dialog edits • Generate file names • Actor Comment and context field • Post processing description • Sets flags for 3d rendering

  13. Scripts Generated • Scripts are generated on a per conversation /character basis • Sent to Sound Stage VO director • Localization Translation triggers • Writer should not change dialog • Any changes generate an changed dialog XLS, notifies VO co-ordinator and Loc

  14. Recording • Writer at session • Context • Clarification • Approves improvisation • Re-writes • Updates database • Source Connect our friend

  15. Recording Specifications • U-87- no substitutes • 18 inches - constant • Noise floor consistent below RTC65 • NO EQ, NO compression • Level aim for -27db rms • Scripts flagged as , whispered, normal, shouted, -6 or +6 mic pre level • All actors project as if normal speech • Gum, Water,tissues,garbage bin, light, writing implements • Contractor and Engineer sign off on recording specs document

  16. Specifications Continued… • Record conversations through at default level of conversation first • Allow time for actors to become familiar with non- linear branching system • If possible record both sides of a conversation • Pay close attention to timing and pacing • Re-do now rather than a recall

  17. Naming Conventions Generate Conversation VO File Name Formula: <LANGUAGE>_<CONVERSATION NAME>_<STRING ID>_<GENDER>  <LANGUAGE>   : The Language Identifier (2 Characters)  <CONVERSATION NAME>   : The Resource Name of the conversation (32 Characters)  <STRING ID>  : The Unique number Identifier of the string (6 Characters)  <GENDER>  : The Gender Identifier (1 Character) IN GAME "BARKS" Generate SoundSet VO File Name Formula: <LANGUAGE>_<SOUNDSET NAME>_<STRING ID>_<CSN><INDEX>  <LANGUAGE>   : The Language Identifier (2 Characters)  <SOUNDSET NAME>  : The SoundSet Resource Name (32 Characters)  <STRING ID>  : The Unique number Identifier of the string (6 Characters)  <CSN>  : The Cue Short Name Identifying the type (3 Characters)  <INDEX>  : The number index of the cue (2 Characters)

  18. Post Production • Select choice takes and alts • Top tail and name- verify naming • Filter below 80 hz before leveling • Level to -14db rms , play back -6db in game to produce -20 dbfs in game • Batch de-ess male and female setting • Processing on leveled files, and then re leveled, design as a batch able process • QA- listens and verifies naming and level

  19. IntegrationAn Automated Process • Examines, wave data and queries DGD • Determines against a delta changes • Builds only changes • Prepares data for cooking with Unreal • ISACT- isb csb- Face FX animations, UPKs, sets 3d render • Cooks

  20. How does it play? • Most dialog is streamed from DVD • UNreal and ISACT have code to help this, predictively loading most likely • Dialog is pre-cached, for zero latency streaming, 3 stages of a conversation in advance • Code manages memory to clean as conversation progresses

  21. Testing • Writers test dialog with Dialog Editor Tool • QA tested not clearly tasked

  22. New QA Test Procedure • Is the right character saying the right thing • Is the text the same as the dialog • Are the lips in sync • Is the level of the dialog consistent with the scene • Is the dialog being rendered in 3d as specified in DGD

  23. Re-Records and pickups • Change of game design- inevitable • Wrong interpretation- writer on session reduces this • Wrong timing flow- verses other side of conversation • Technical Error- Make the contractor pay • Notify localization • Comments not shown to actor (You SUCK) • Use of a standardized recording technique pays off

  24. Q & A jobs.bioware.com

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