Dialog Systems in Double Fine Games
summary
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.
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chapters (21)
- 0:00Start
- 2:43State Machine Diagram
- 3:22Dialogue Systems
- 6:06Character Charge
- 7:00Dialogue Line
- 13:59Cutscene Editor
- 15:24The Last of Us
- 15:43Reactions to Player Actions
- 16:07Spontaneous Combustion
- 17:34Telegraphing Gameplay
- 19:02Dynamic Dialogue
- 23:31Weighted Random Selection of Lines
- 24:25Specify whether a Line Can Be Interrupted
- 27:21Dynamic Dialect Systems
- 29:14Examples of a Dialogue System
- 35:21Audio Pipeline
- 36:56Volume Normalization
- 40:08Lip Sync
- 41:33Stretch Dialogue
- 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
- 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
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