A Dialogue Pipeline

<p>When I start at a studio, I almost always find myself building or rebuilding a pipeline for&nbsp;<strong>game dialogue</strong>.</p> <p>I wanted to write down here some things I&rsquo;ve learned about that, my reasoning behind it, and where it bridges the gap between other pieces of gamedev. I hope there&rsquo;s something here you&rsquo;ll find useful.</p> <p><strong><em>T</em></strong><em>his is a bit of a brain dump and there&rsquo;s a lot here. Forgive me if I&rsquo;ve made too many assumptions!</em></p> <h1>Let&rsquo;s Talk</h1> <p>So what do I mean by dialogue here?</p> <p><strong>Characters talking. To each other, or to the player.</strong></p> <p>In (many) games, this dialogue is presented to the user in two ways at the same time:</p> <ul> <li><strong>As text, on your screen</strong>. For example, as subtitles, each line of text normally attributed to a particular character.</li> <li><strong>As audio, played through your speakers</strong>. These lines are normally linked to a &ldquo;source&rdquo; object in your gameplay space, such as a 3D character.</li> </ul> <p>Some games only have text. And that&rsquo;s fine. There are probably some things that I&rsquo;m going to say which are still useful to you.</p> <p>Some games only have audio, and frankly if you can&rsquo;t provide subtitles you should know better. :-)</p> <p>So what I&rsquo;m going to discuss here is this combination &mdash;&nbsp;<strong>text and audio</strong>, both representing the same spoken line of dialogue.</p> <p><a href="https://wildwinter.medium.com/a-dialogue-pipeline-db0be8d8509c"><strong>Read More</strong></a></p>