Agenda
Voicing Albion: How Dialogue Shapes Fable's Open World
Victoria Prentice (Dialogue Lead, Playground Games)
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Track:
Audio
Audience Level:
Intermediate
Format:
Lecture
Vault Recording: TBD
Audience Level: Intermediate
In Fable, your choices change the world. And in this talk, Fable's Dialogue Lead Victoria Prentice will take you through the process of bringing that complex and reactive open world to life though dialogue. How do you design a fully voiced population in an open world game with 1000 hand crafted NPCs? A game where any action you take can completely change those NPCs' perception of you? And how do you balance this complexity against scope and budget?
Focussing on Fable's "Living Population", Victoria will provide insight on dialogue design decisions made throughout the production process, the tools built to support Fable's complex dialogue systems, and the importance of cross discipline collaboration to the project.
Focussing on Fable's "Living Population", Victoria will provide insight on dialogue design decisions made throughout the production process, the tools built to support Fable's complex dialogue systems, and the importance of cross discipline collaboration to the project.
Takeaway
This talk will provide insight into the dialogue design process for Fable, including the planning, collaboration and bespoke systems that were developed to support it. The aim is to give attendees actionable points they can apply to their own projects.
Intended Audience
Anyone working in game audio - Voice/Dialogue Designers, Audio Designers.
Anyone working closely with VO - Producers, Narrative Designers, Localization, Game Designers, GamePlay Designers.
Anyone interested in Voice Design for large, open world projects.
Anyone working closely with VO - Producers, Narrative Designers, Localization, Game Designers, GamePlay Designers.
Anyone interested in Voice Design for large, open world projects.