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A Holistic Approach to Game Dialogue Production
 
 
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  A Holistic Approach to Game Dialogue Production
by Rob Bridgett [Game Design]
7 comments Share on Twitter Share on Facebook RSS
 
 
October 29, 2009 Article Start Page 1 of 5 Next
 

[How do you organize and structure the creation of dialogue for video games, "perhaps the single most important aspect of video game audio"? Game audio veteran Bridgett (Prototype, Scarface) examines the key issues and possible solutions.]

Dialogue production for a large budget, cinematic video game can often be an intense and often brutally challenging process. Getting an actor in the booth and reading a script is in itself a monumental achievement that requires solid tools, pipelines, and communication.


While there are a great many articles written about the voice actor's process and performance, there is a dearth of information about the technical process and steps that are taken prior to and after the recording session, and it is these processes, planning, and techniques "behind the scenes" on which this feature will concentrate.

There is a wide spectrum of different approaches to dialogue tools and production process throughout the industry. It is fair to say in fact that almost every developer has a totally different way of working, and there is certainly no rulebook -- as long as the job gets done to the desired quality.

However, working on an integrated dialogue database solution from beginning to end of production can speed up process, reduce organisation and administration time both in and out of recording sessions, and remove a whole slew of duplicated work and a mess of multiple scripts from various members of the dialogue production team.

The desire and benefits are clearly there for a tightening up of the production process and integration of dialogue through a single master database. Sadly dialogue is one of the areas that audio directors and audio designers can be less passionate about, and the lack of investment in solid tools, process and pipelines is probably due in some part to this.

Dialogue, it can be argued, is perhaps the single most important aspect of video game audio, in that it is often the only element of the audio that a reviewer will mention, and poorly implemented and badly directed dialogue can completely ruin an entire game.

Dialogue production also has very deep dependencies stemming from within mission design, story architecture, and it's anchored at the heart of cinematic production dependencies. To this end it needs to be one of the tightest and most organized and "locked-down" elements of audio production, yet remain completely fluid and open to change all the way along the chain.

To further understand the bigger picture of game dialogue production, it is helpful to look at the broad stages from the beginning of production to the end.

Stages of Production

  • Design (characters / AI categories / reactions, naming conventions and folder structure etc)
  • Content Creation (Writer(s) fill out pre-assigned dialogue categories, or create story scenes and dialogue)
  • Casting (describing character to casting agents and potential actors with sample lines)
  • Recording (requires export of character script for actor to read) - (notation of required takes) (changes to lines due to improvised performance etc)
  • Editing (editors cut the required takes from the recording)
  • Implementation (files are placed in relevant pipeline path to be built into game)
  • Tuning (in-game tuning of frequency of playback, volume of playback, ducking mixes etc)
  • Iteration (critical in adapting the performance and script to changing game design and story changes and often loops production back to the 'Content Creation' stage)
  • Quality Assurance (all lines are tested in the game)
  • Localization (various language files are made available in pipeline so language can be switched)
  • Mastering (all dialogue files are mastered, given same overall level, then replaced in pipeline)
  • Mix (dialogue is mixed at a consistent and clearly audible level in final mix of game content along with music and fx, dialogue ducking is implemented and tuned)

Because the stages of dialogue production are somewhat linear in nature, it can be envisaged that a single database can be created and maintained from day one, right through all stages of production. Such a database can be updated at every stage of production and can export the exact required information for each of the various 'clients' along the way. A further breakdown of each broad element of production will help define what is required and by whom at each stage.

 
Article Start Page 1 of 5 Next
 
Comments

Alexander Brandon
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Brilliant as always Rob. Just to add one thing to your "read out loud" recommendation in the Content Creation section, table reads, where members of the team or even temp actors are hired to determine the viability of the dialogue as it is meant to be spoken, is vital for both in game AI based lines as well as story / plot development lines. Sometimes you end up with a lot of paper printed out, but it is worth it!

Anton Woldhek
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Great overview of the dialogue proces Rob.
IN your dialogue tool you say you check out a single file. by this you mean only one person can work on all the dialogue in the game at any point in time?

Rob Bridgett
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Anton - The .udo file is a single file yes. It would make sense to break it out into seperate units, if there is more than one person required to work on the file regularly. As it is, I currently act as the gatekeeper to that one file, but that could and probaby will change as our process evolves. As it is, multiple people can work on the file and it can quite easily be resolved if more than one person has made changes.

Alex - table reads are is a superb idea, anything more that can be done in advance of getting into the recording booth is going to be a tremendous help in boosting quality.

scott morgan
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Great article Rob. One of the additional uses of UDO on Prototype that we took advantage of was playing back previously recorded lines of other actors to the actors in the studio. Because we recorded our main character first, we were able to play his lines to the other actors to give them something to work off of. This was a somewhat "accidental" benefit of the tool but one that I think could be taken advantage of more in the future.

Jeff Wesevich
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Nice overview Rob! I don't think you can over-emphasize the importance of running everything out of a solid DBMS--particularly for coordinating localization and sub-titles.

jeff

Haris Orkin
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Rob, that was a really fantastic overview of the process. I'm a freelance game writer, casting director, and voice over producer and I'm always enlightened and facinated to see how everyone else does the job. Besides helping with the overall story and cinematics, I always ask to write or at least polish all the in-game dialogue and text, so there's a constancy in the tone, the world, the characters, and the story. That way so much more story and character detail can be offered on the fly as your playing the game.

So is UDO a proprietary Radical invention or can it purchased by other individuals and companies? It sounds fantastic and is exactly what I need to automate so much of what I now have to do manually.

Homero Sanchez
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Wonderful Feature Rob! Concerning In Game Dialogue, I would like to mention that we have had good results with opening up the process to a larger groups in an effort to get better, more varied lines for character reactions. A "gatekeeper" then reviews the suggestions and cherry picks the best lines and makes adjustments (for consistency and tone) to fit in with the rest of the dialogue. Like you said, it can be very challenging for a single person to come up with multiple versions, of what are essentially the same line, that are still varied enough and interesting. This helps ease that problem, and can net some good results.


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