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Dialogue Performance and Design for Creatures, Monsters and Demons.

Talkat Develop:Brighton 2021 · 2021-10-26..10-28· [design-collaboration]
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Creative Assembly documents a full in‑house pipeline for Total War: Warhammer that moves from concept art through live casting and script proofing to recording, Pro Tools editing and Wwise implementation. Specifics include a seven‑strong dialogue team, ~25 existing characters, recording with a Sanken C100K 192 kHz chain, handcrafted in‑breath/out‑breath sequencing and randomization (≈20 breath variants), plus layered pumps, pitch processing, resonators and EQ — choices that determine whether a monster voice reads as natural or muddy.

AI-written summary · about

  1. 0:00Dialogue design for monsters
  2. 4:16Total War’s dialogue pipeline
  3. 7:28Skaven warlock voice
  4. 10:15Casting extreme characters
  5. 15:08Efficient voice recording
  6. 16:53Recording warlock breaths
  7. 18:57Monster voice performance
  8. 21:24Warlock breath sound design
  9. 23:50Randomizing breaths
  10. 26:26Breath timing refinement
  11. 28:41Pipeline wrap-up
  12. 29:03Introducing Torok
  13. 30:34Dark Tongue language
  14. 32:37Beastmen emotions
  15. 34:01Torok the Minotaur
  16. 36:09Directing beastmen
  17. 37:56Dark Tongue pronunciation
  18. 38:37Brass resonance for Torok
  19. 41:19Prayer bowl resonance
  20. 42:46Metallic reverbs for Torok
  21. 44:10Resonating plugin processing
  22. 45:35Reverb balancing
  23. 46:48Torok in battle demo
  24. 47:16Q&A
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