Capturing Emotion Without Localisation Costs : Designing the Artificial languages of Solium Infe...
summary
Claims saving hundreds of thousands of dollars, weeks of dev time, gigabytes of memory and seconds of load time by using artificial languages; implementation uses Wwise dynamic assembly to build sentences in real time. Solium Infernum uses Enoan with short recording sessions (about an hour per actor) and vocalizations to avoid localization. Jump Light Odyssey uses a 100‑word vocabulary expanded into 8,000 snippets, recorded in ~2 hours with four actors for under ~$1,500, then randomized, pitched and emotion‑mapped to ~100 crew — functional but needs more content.
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chapters (7)
- 0:00Introduction
- 3:53Human speech in games
- 9:06Cost of recorded dialogue
- 14:40Solium Infernum and Enoan
- 21:49Jump Light Odyssey’s language
- 37:28Audio system implementation
- 44:25Q&A
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