3 ms·
The idea here is not to use it instead of actors for the final product, but to use this instead of existing solutions for placeholder audio. Recording and editi
by Agentlien 5y ago
The idea here is not to use it instead of actors for the final product, but to use this instead of existing solutions for placeholder audio. Recording and editing dialogue is a rather lengthy and costly endeavour. In big titles you typically have some manner of placeholder dialogue audio, usually computer generated, during development.
The existing ones I've worked with have all sounded very robotic, flat, and emotionless. It makes it very hard to hear how well something works when there's no character or emotion to the words. It also breaks immersion even when you (like me, who works as a graphics programmer) are working on entirely different parts of the game.
- mjgs 5y agoThat makes a bit more sense, I wasn’t aware it was for gaming productions. I guess it could potentially also be used to create audio podcast content, and perhaps news content. Have you seen it used Ink which is for writing gaming narratives? https://links.markjgsmith.com/archives/html/2021/04/#42da8fdb-43b4-4a86-bb44-ee778d299175 https://links.markjgsmith.com/archives/html/2021/04/#42da8fd... Found it a few days ago, looks kind of cool.
- Agentlien 5y agoI've seen it, yes. Haven't looked at it closely. There's one thing I've played around with a bit more and find really cool because of how intuitive and fully featured it is: the Inform 7 language. Here's an example source code of an interactive story: https://i7-examples.github.io/Bronze/source.html https://i7-examples.github.io/Bronze/source.html