Dialog Production for Bio Wares Mass Effect with
Dialog Production for Bio. Ware’s Mass Effect with Simon Pressey and Mac Walters
Story Based Game Design • The story comes first • The game evolves from the story • Dialog is key • Writer’s have a big role to play
The Writers • Writers are a part of Design • We work as a team • Provide regular peer review • Hold the narrative vision of the game
What’s it look like on paper? • Approximately 28, 000 lines • Average of 12. 5 word/line • Approximately 300 k words of VO dialog • Over 300 unique characters • Approximately 700 Dialog Files
What’s it look like on screen?
Planning • Setting and characters developed • Story arc fleshed out • Character bible • Wrex Example
Let the Writing Begin • Written by area • Conversations by Area and Character • Dialog Toolset
Text to Speech • Not used on Mass Effect • Verify play back system function • Ball park memory requirements • Inform team of plot and context
Casting • VO directors - Audition talent with test dialog • Charicature - Accents and Sci Fi genre • Video games versus animation • Over acting realism • Familiarity with VO and non linear dialog
Selection • Writers- VO director-Game Designer. Producer-Marketing-Audio Director
Star Power • True Marketing Impact • Engagement level of the talent • Experience with VO and non linear stories • Make them comfortable, take the time to explain what is involved and expected, avoid making them vunerable • Don’t hire actors for there looks even if marketing are convinced it will sell
Print it! Almost… • Dialog edits • Generate file names • Actor Comment and context field • Post processing description • Sets flags for 3 d rendering
Scripts Generated • Scripts are generated on a per conversation /character basis • Sent to Sound Stage VO director • Localization Translation triggers • Writer should not change dialog • Any changes generate an changed dialog XLS, notifies VO co-ordinator and Loc
Recording • Writer at session • Context • Clarification • Approves improvisation • Re-writes • Updates database • Source Connect our friend
Recording Specifications • • • U-87 - no substitutes 18 inches - constant Noise floor consistent below RTC 65 NO EQ, NO compression Level aim for -27 db rms Scripts flagged as , whispered, normal, shouted, -6 or +6 mic pre level All actors project as if normal speech Gum, Water, tissues, garbage bin, light, writing implements Contractor and Engineer sign off on recording specs document
Specifications Continued… • • • Record conversations through at default level of conversation first Allow time for actors to become familiar with non - linear branching system If possible record both sides of a conversation Pay close attention to timing and pacing Re-do now rather than a recall
Naming Conventions Generate Conversation VO File Name Formula: <LANGUAGE>_<CONVERSATION NAME>_<STRING ID>_<GENDER> <LANGUAGE> : The Language Identifier (2 Characters) <CONVERSATION NAME> : The Resource Name of the conversation (32 Characters) <STRING ID> : The Unique number Identifier of the string (6 Characters) <GENDER> : The Gender Identifier (1 Character) IN GAME "BARKS" Generate Sound. Set VO File Name Formula: <LANGUAGE>_<SOUNDSET NAME>_<STRING ID>_<CSN><INDEX> <LANGUAGE> : The Language Identifier (2 Characters) <SOUNDSET NAME> : The Sound. Set Resource Name (32 Characters) <STRING ID> : The Unique number Identifier of the string (6 Characters) <CSN> : The Cue Short Name Identifying the type (3 Characters) <INDEX> : The number index of the cue (2 Characters)
Post Production • • Select choice takes and alts Top tail and name- verify naming Filter below 80 hz before leveling Level to -14 db rms , play back -6 db in game to produce -20 dbfs in game Batch de-ess male and female setting Processing on leveled files, and then re leveled, design as a batch able process QA- listens and verifies naming and level
Integration An Automated Process • Examines, wave data and queries DGD • Determines against a delta changes • Builds only changes • Prepares data for cooking with Unreal • ISACT- isb csb- Face FX animations, UPKs, sets 3 d render • Cooks
How does it play? • Most dialog is streamed from DVD • UNreal and ISACT have code to help this, predictively loading most likely • Dialog is pre-cached, for zero latency streaming, 3 stages of a conversation in advance • Code manages memory to clean as conversation progresses
Testing • Writers test dialog with Dialog Editor Tool • QA tested not clearly tasked
New QA Test Procedure • Is the right character saying the right thing • Is the text the same as the dialog • Are the lips in sync • Is the level of the dialog consistent with the scene • Is the dialog being rendered in 3 d as specified in DGD
Re-Records and pickups • • Change of game design- inevitable Wrong interpretation- writer on session reduces this Wrong timing flow- verses other side of conversation Technical Error- Make the contractor pay Notify localization Comments not shown to actor (You SUCK) Use of a standardized recording technique pays off
Q&A jobs. bioware. com
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