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Screen/Play: Documenting Voice Assets
Introduction
Screen/Play
is a regular feature that discusses best practices for storytelling in
games. This article, the first in the series, is a continuation of
ideas presented in an article I wrote last year ("Organizing And Formatting Game Dialogue", November 2005).
The
article presented a format for in-game dialogue, intended to streamline
the process of formatting story-related content. I call the method
Screen/Play, for two reasons. Number one, you play games on a screen.
Number two, it's easier to refer to story documentation as a screenplay
-- I've found that if you call it a script, there's invariably some
confusion about whether you're talking about scripting dialogue or the
scripting of gameplay through an editor.
Future installments of Screen/Play will discuss other challenges and solutions for the working game writer.
Documenting Dialogue
The
process of recording dialogue is a complicated one, consisting of
numerous moving pieces: writer, designer, director, sound designer,
sound programmer, producer, and voice actor. There is also the
question of a shifting storyline, which is a given (unless your project
is immune to changes to level design and character roster). Due to the
sheer number of changes that transpire between project alpha and ship
date, it's inevitable that changes to the story content will also
occur, often at the last minute. This can result in re-shoots, which
means wasted time and money.
Some
of these complications can be ameliorated through careful
documentation. This article discusses ways to organize your voice
assets prior to, during, and after your voice shoot. The document
format is an Excel spreadsheet, delineated below.
This
article will furnish a quick overview of the Screen/Play layout, and
will then cover some additional fields, formatting options, and issues
with implementation.
Layout
Figure 1 shows the original spreadsheet layout presented in "Organizing and Formatting Game Dialogue".
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Fig. 1: Spreadsheet Layout
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ACTOR: The speaker (the character, not the voice actor).
CUE: The actual spoken text.
CONTEXT: The situation immediately preceding or prompting the dialogue.
INFLECTION: The character's emotional state or delivery.
LOCATION: Where in the game the dialogue is taking place.
AREA: A sub-field of location.
EFFECT: Any effects that need to be applied to the voice cue.
FILENAME: Unique name for the voice cue.
Voice Actor and Character Fields
When
preparing for the voice shoot, it may prove beneficial to reformat the
column that refers to the speaker. By renaming the Actor column to
Character, and adding a Voice Actor column, you may be able to
streamline the process of getting content into the voice actor's
hands. Figure 2 shows the new field.
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Fig. 2: Voice Actor and Character
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Here,
we've added the Voice Actor and Character fields. Note that two
different characters are played by the same voice actor. By using the
drop-down menu for the Voice Actor, you can filter out all characters
voiced by other actors. Filtering the list in this way can make it
easier to estimate line counts, and to verify the number of roles
voiced by a single actor (depending on the arrangements, you may find
that your voice actor can only voice a certain number of roles for a
given fee).
In
addition, by filtering the list, you can print out all speaking parts
from a given voice actor at one time. It's useful for the voice
director to have all dialogue in hand, but an actor generally only
needs his or her lines. Admittedly, it's good to know what the other
characters are saying in a conversation, but that leads us to the
Trigger field.
Context and Trigger Fields
Depending
on the complexity of your game's narrative, you may want to divide the
Context field into two fields: Context and Trigger. As delineated
above, Context establishes the situation for the voice actor. By
adding the Trigger field, you can use the Context field to describe
what's going on, then use the Trigger field to indicate exactly what's
prompted the character to speak.
For example, see Figure 3.
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Fig. 3: Context and Trigger
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In
the above examples, the Context field indicates the general situation
(firefight), which tells the voice actor that the overall tone and mood
of this scene is hectic and loud. The Trigger field describes a series
of specific situations that fluctuate in intensity. One's a panicked
exclamation, one's a sarcastic aside, and one's a battlefield command.
By outlining the individual Triggers, you convey just a little more
information to your voice actors, further improving your chances of
getting the delivery that you want.
Line Choice Field
Once
you're in the studio and the voice actors are recording their lines,
you're probably going to have to choose between numerous takes. Your
actors will probably record at least two or three takes for each line
of dialogue, just to ensure that you get one that really fits with your
game's vision.
Depending
on how many people are involved (writers, designers, producers,
directors), you may wind up with conflicting ideas about which
particular take was the best. There are numerous conflict-resolution
scenarios that you can employ, which I leave to you (although I
personally favor "Two men enter, one man leaves"). First, you'll want
to know which takes were favored.
In the Line Choice field, you allot a small amount of space for handwritten picks. Figure 4 shows the Line Choice field.
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Fig. 4: Line Choice field
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Unnecessary Fields
This
brings us to the idea of unnecessary fields. Not everyone involved
with voice recording is going to need access to all of the fields. For
example, voice actors don't really need to see the Filename field, or
the Line Choice field. These aren't relevant to their work. So, once
you've got a master list, and you're ready to begin the recording
process, you may want to create customized printouts for your principal
players.
For voice actors, I've found that the CHARACTER/ CUE/ CONTEXT/ TRIGGER/ INFLECTION layout, illustrated in Figure 5, works best:
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Fig. 5: Voice Actor Layout
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The
Character field is important, because a single voice actor can perform
numerous roles at a single voice shoot. The Cue is the line of
dialogue that's being spoken, so that's obviously vital. Context and
Trigger explain the scenario, and Inflection guides the actual
performance.
For
game designers or sound designers who implement the audio files into
the game's editing tool, I've found that the CHARACTER/ CUE/ TRIGGER/
LOCATION/ AREA/ EFFECT/ FILENAME layout, illustrated in Figure 6, works
well:
In
any case, you want to base the customized spreadsheet on the needs of
the person in question. Otherwise, you deliver a great deal of useless
information that clutters up the spreadsheet, robbing it of its
usefulness.
However,
it's crucial that you establish strong and inflexible naming
conventions for your spreadsheet's file name. You do not want to
accidentally copy over the master spreadsheet with one of your
customized variants. Ensure that the master version, with all
information and fields, is given a name clearly indicating that it's
the master (voice-cues-final_master.xls). All role-specific variants
should be labeled as such (voice-cues-final_voice-actors.xls, or
voice-cues-final_sound-designer.xls, or whatever).
This
is the kind of information that needs to be communicated to all team
members involved in the voice-recording process. It's also important
to establish rules regarding modifications to the spreadsheet.
Changing a single line of dialogue can create a ripple effect of
confusion later down the line. Any changes made must be made to the
master list first, and then to all role-specific variants. You do it
the other way, you get chaos, anarchy, dogs and cats living together,
etc.
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