Formatting Text Size
You
may want to adjust your text font, depending on who's going to be using
the spreadsheet. For your master copy, it's likely that you'll use a
smaller text size, because if it's being read on a monitor, the reader
can always zoom in, and if it's being printed out, you want all the
columns to appear on a single page. So, a font size of 8 or 9 is
advisable.
For
voice actors, you should use a larger font size. For one thing, you've
got fewer columns, so you can get away with larger text. Furthermore,
your voice actors are going to be reading text off a page, typically
while getting into character. I've seen voice actors close their eyes,
hunch over, gesture, and recoil while speaking. It adds a lot to the
performance, and it's easier to do when they can look down, glance at
the line of dialogue, and immediately commit it to memory. You can
facilitate this process, and get a better delivery, by using large,
easy-to-read text.
After
you've highlighted the text you want to format, you can right-click on
a cell and select Format Cells, then click on the Font tab, or you can
use the drop-down menu (Format --> Cells --> Font).
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Fig. 7: Formatted Text Size
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I've
seen spreadsheets in which the text in cells was scalable, shrinking to
fit the cell in question (done with Format Cells --> Alignment
--> Shrink to fit). The idea here is, you can fit more information
onto a page, which can save your company dozens of dollars in paper
costs a year. See Figure 8 for an example of scaled text.
Not a great idea. But it can be done.
Paper Size
You
can change the paper size to accommodate additional columns, or larger
font size. Click on File --> Page Setup --> Paper Size and
select Legal to switch to 11"x14". Don't forget to set the page to
Landscape layout (File --> Page Setup --> Landscape). Legal size
paper can be particularly useful when printing the master list. For
example, if you want to go over all story content with all involved
members of the dev team (designers, sound designers, sound programmers,
producers, and so forth), you may want to use the Legal size.
Recasting On Short Notice
You
may decide to recast some of the characters. If you need to change the
Actor field, or any other field, there's a shortcut that can save some
time. First, you delete one of the values in a field, and add the new
value. You copy the new value to the clipboard. Then you highlight
all instances of the given value, and you paste.
For
example, you're replacing Jack Smith with Joe Schmoe. So, first you
delete Jack from one of the fields, and type Joe Schmoe. Then, you
highlight Joe Schmoe and select copy (Ctrl-C). You then highlight all
instances of Jack Smith, and paste (Ctrl-V). Done.
Filename Issues
When
creating filenames, you want to come up with something that's easy to
recognize visually. It should be concise, and it should reflect your
game's level structure.
For instance, King Arthur Up In This Piece employes the following filenames:
m01-a02-art01
m01-a02-lan01
m01-a02-art02
m01-a02-gue01
m01-a02-art03
m01-a02-mor01
m01-a02-art04
Let's check out the naming convention here.
First,
the game consists of a series of missions, each segmented into areas
(two or three areas per mission). There are numerous speakers in each
mission.
So,
the above filenames indicate that they're taking place in Mission 1
(m01), Area 2 (a02), and then each filename ends with an indication of
who's talking (Arthur, Lancelot, Guenevere, Morded). Since each
character has less than 100 speaking parts in a given section, but more
than 9, a two-digit number next to the three-letter identifier is
necessary. The game's parameters dictate the naming convention, more
or less.
Locating and choosing alternates
Depending
on how your voice data is going to be processed, you may wind up with
alternates. For example, during the recording of King Arthur Up In This Piece,
we recorded the line "What's up?" three times. We went with the first
take, but kept the other two just in case. The first take was named
m01-a02-lan01. The alternates were m01-a02-lan01A and m01-a02-lan01B.
During
playtesting, it was decided that the first take, though it sounded
great in the studio, didn't sound good while playing the game. It was
just flat, and didn't deliver the necessary tension. Or whatever. So
we decided to plug in one of the alternates -- m01-a02-lan01B.
The two ways to resolve this scenario are:
1.
Rename m01-a02-lan01B to m01-a02-lan01 -- basically, drop the B -- and
copy over the first take. This is probably your best bet, provided
that you keep a backup of the first take -- don't just copy over it and
consign it to the abyss. You never know, you might change your mind
again, and you always want to keep your options open. It could turn
out that your two alternates had the emotion you wanted, but sound bad
because the speaker was mumbling.
2.
Keep the filename for m01-a02-lan01B, but make sure that your scripting
tool and your documentation reflect the change -- the addition of the
letter B. This requires meticulous attention to detail, because if
your documentation doesn't reflect the change, QA might flag it as a
bug. If you don't make the change in your scripting tool, then the
game pulls up the wrong file, ignoring the alternate.
Outro
It's
easy to overdo it by adding too many columns, or by creating too many
sub-variants of the spreadsheet -- one for the producer, one for the
designers, one for the testers, and so on. Rule of thumb -- if you've
got so many columns that you can't print out a legible page on 11"x14",
you overdid it. Scale it back. And as for the spreadsheets, you may
want to employ multiple tabs on a single spreadsheet. That way, you've
only got one actual file to keep track of.
Speaking
of keeping track of the document, it's crucial that the document
versions are controlled through a program like SourceSafe. Also, it's
a good idea to appoint a single person in charge of making sure that
the document is updated with all necessary changes.
Best of luck.
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