~/talk

Dialog Systems in Double Fine Games

Talkat Konsoll 2016 · on Wednesday, 2016-10-19· [game-development]
links:none on file
slides:none on file

Overview of how Double Fine actually ships voiced dialogue: a master database of every line keyed by a unique line code, runtime engines (the Buddha engine and RES) load descriptors that map text, sound files and animation, and localization uses per-language resource files (UTF-8). Pipeline specifics include edit + normalize at -4 dB, batch processing, and using audio middleware; gameplay features include dialogue sets, weighted randoms, interrupt rules, logic-driven selection, and three talk animation lengths for short/medium/long lines.

AI-written summary · about

  1. 0:00Start
  2. 2:43State Machine Diagram
  3. 3:22Dialogue Systems
  4. 6:06Character Charge
  5. 7:00Dialogue Line
  6. 13:59Cutscene Editor
  7. 15:24The Last of Us
  8. 15:43Reactions to Player Actions
  9. 16:07Spontaneous Combustion
  10. 17:34Telegraphing Gameplay
  11. 19:02Dynamic Dialogue
  12. 23:31Weighted Random Selection of Lines
  13. 24:25Specify whether a Line Can Be Interrupted
  14. 27:21Dynamic Dialect Systems
  15. 29:14Examples of a Dialogue System
  16. 35:21Audio Pipeline
  17. 36:56Volume Normalization
  18. 40:08Lip Sync
  19. 41:33Stretch Dialogue
  20. 46:45Maybe You Will Need Your Characters To Animate Where the Line Is Kicked Off Maybe You'Ll Need a Fancy Way To Display in the Line that a Line That Requires Player Input To Continue or Maybe It's a Dynamic Dialogue System and Building those Systems Whatever Your Game Needs To Do Dialogue Well Also Becomes an Important Part of the Process It Helps Your You Author Dialogue More Quickly and To Represent It in the Game and Ever More Sophisticated Ways if You Should Decide To Do Voice Dialogues You Will Need To Beef Up Your Entire Pipeline To Account for the Editing Tracking and Implementing the Voice Line and You Should Get Audio Middleware To Make It Easier To Do Sound in Your Game and Make Time in Your Schedule for Your Audio Team To Edit the Lines
  21. 47:14You Will Need To Beef Up Your Entire Pipeline To Account for the Editing Tracking and Implementing the Voice Line and You Should Get Audio Middleware To Make It Easier To Do Sound in Your Game and Make Time in Your Schedule for Your Audio Team To Edit the Lines Do Scratch Recording As Early as Possible To Work Out the Kinks and the Audio and Writing and the Most Important Thing Think of Dialogue Is Something That Is Integral to the Core Experiencing a Game Mechanic if You Plan To Do Dialogue or Plan To Include Dialogue You Should Start Thinking about How It Will Work in Your Game As Early as Possible
~/search
type to search 6,249 conferences, 138,987 speakers and 185,172 talks
~/help
cmdctrl k
search every conference, speaker and series
/
focus the filter search
h
home
c
conferences
s
speakers
e
series
t
light / dark — the status bar button does the same
?
this help
esc
close this, then clear every filter — or just the search, while you are typing in it

Ignored while you are typing. Pages without a filter rail have no search to focus.