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Video: How all that snappy dialog gets put into Double Fine games

At GDC 2015 Anna Kipnis gave a broad overview of how dialog gets into a Double Fine game, from the moment a line is written to hearing and seeing the line in the engine, even in a foreign tongue.

August 10, 2016

1 Min Read

You might have toyed with the idea of having recorded dialog in your game and wondered what, exactly, that would entail. Well, wonder no more!

At GDC 2015 Double Fine senior gameplay programmer Anna Kipnis took the stage to deliver a broad overview of how dialog gets into a Double Fine game, from the moment a line is written to hearing and seeing the line in the engine, even in a foreign tongue.

It was a really interesting talk that focuses on the technology required to make it possible, as well as some useful approaches, including examples of dynamic dialog systems in games like Psychonauts.

If you missed out on seeing it in person last year, no worries -- you can now watch the entire talk for free over on the official GDC YouTube channel.

About the GDC Vault

In addition to this presentation, the GDC Vault and its new YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

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