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NPC Voice Design in 'The Division 2'

Adam Ritchie (Senior Voice Designer, Ubisoft Massive Entertainment)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Audio Pass - Get your pass now!

Topic: Audio

Format: Session

Vault Recording: TBD

Audience Level: All

Attendees will gain insight into the effort that goes into making NPCs talk and the pipeline and tools behind it, as well as challenges faced and overcome by the Voice Production Team on a Massive, online, open-world game.

This session will examine and assess the objectives for AI Voice Systems and VO Production on Tom Clancy's The Division 2. Objectives such as providing players with a truly shared experience, and rooting NPC dialogue in their behavior, and using environmental triggers to enhance dialogue context. The speaker will also detail innovations made in producing and recording the 65,000 line AI dialogue tree, aided by the Snowdrop Engine and other internal tools.

Takeaway

Attendees will have improved their understanding of the work that goes into making systemic, AI dialogue feels natural, and awareness of the new strategies for the production of large-scale voice projects. Afterward, they will appreciate the background 'barks' and dialogue systems in games in a new light.

Intended Audience

The intended audience work within the Games Industry in Audio, Narrative, NPC/AI Behaviour or Production disciplines. Attendees with no prior knowledge of game-dialogue systems will still be able to enjoy the session and obtain a high-level understanding of the core concepts.