As for the commentary that would play, I was mindful of various factors. I didn’t have much context for this type of design except for the commentary from Portal, so I modeled my choices on my memories of Portal’s implementation. This design document was for the programmers on the team who would have to hook up the triggers and the audio that should play when that trigger is hit. Once extracted, I had to design the commentary’s placement by selecting the places in the game where the player could look at an object or enter a room to receive a prompt that indicated they could press a button to play the commentary. The final commentary in the game is a bit over two hours and fifteen minutes, but I believe my original extracts added up to more than three hours. It was an unfortunate limitation of the game that commentary could only within the room it is triggered. I was also mindful of the length of each segment, since I felt that players don’t want to be stuck in a room for too long as they wait for commentary to play. I had to consider the commentary that should appear in certain locations and those anecdotes that were more generalized and could be placed anywhere in the game. Thankfully, Audacity includes a feature which allows highlighting segments with a text comment and then exporting those segments with the comment as the filename. That required listening to the complete tracks and marking the segments to extract with the Audacity audio editing app. I had to pore over those sixteen or so hours and pick out the most interesting commentary to include in the game. I had to take on the responsibility for the commentary audio as well since our audio team was stretched thin working on this game and Broken Age, both games that have a ton of dialogue.
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