Asset Management for Large Game Dialogue Projects Speakers: Greg deBeer, Ken Kato, Rafel Lopez, Tom Hays Track: Audio Format: Panel Experience Level: Intermediate Description: Small choices made early in development loom large as projects span multiple languages and platforms. Naming conventions, recording and editing techniques, version control, folder structures, communication between developers and localizers, choice of slang, controller terminology, structural dependency on file length – each of these and many other choices can make or break the smooth completion of a project.
The panelists discuss these choices and how they handle things when they get messy, as well as share a few key tips and tricks. Idea Takeaway: Attendees leave with a greater understanding of how to handle the challenges of large game dialogue productions across multiple languages and platforms. Intended Audience: This is intended for dialogue supervisors, audio directors, producers, and other people who are either actively involved in, or are interested in, the challenges of large game dialogue projects. |