GAMES GATHERING 2017 KYIV

Hundreds of high-quality game dialogues automatically?

Talk recording: Hundreds of high-quality game dialogues automatically?

Dmytro Teplynskyi

Hall:
Art Track

What the talk is about

Dmytro Teplynskyi explains how his studio automated the creation of game dialogues for a new open-world Lovecraft-inspired horror. In their earlier Sherlock Holmes game there were around sixty dialogues, each assembled by hand over several days and dependent on voice recording. The new project needed at least 400 dialogues, with only three cinematic artists on the team. The team defined the game's pillars, open world and investigation, so dialogues became mostly informational, and that work could be handed to automation. He shows the toolset: a web dialogue editor with a one-button generation step, a character editor, and presets for cameras, animations and lighting tied to archetypes and body types. A dialogue now takes about an hour instead of days. Useful for cinematic and technical artists and leads automating routine work.