Agenda
Flipping the Script: Overhauling Sucker Punch's Writing Pipeline for 'Ghost of Yotei'
Before Sucker Punch had even finished shipping our previous game, Ghost of Tsushima, we knew we desperately needed to improve our writing processes for the next project. Integrating scripts required massive amounts of manual busywork, and writers had little context on how their work would actually be used in the game. So for Ghost of Yōtei, we took a big swing and decided to build a new tool from scratch which let writers write their scripts directly into mission rigging - hoping this could eliminate the busywork and get writers more closely integrated into the design process. As it turned out, not only did it end up massively helping both writers and designers, but the tool quickly expanded to help manage recording, auditing, script reviewing, and localization. So come learn what we did and why it worked, as well as where we stumbled along the way and what we learned from it.
Takeaway
Attendees should leave with an understanding of how Sucker Punch improved our writing pipeline, what specific design decisions and processes worked or did not work, and why. Attendees should leave with concrete ideas for how they could improve their own writing processes and the ways tooling could help.
Intended Audience
Dialogue producers, writers, and tools programmers who are interested in the higher-level design of pipelines and tools for writing, rigging, and/or recording dialogue.