Game Development Reference
In-Depth Information
Other times (not talked to Wilks about Johnny)
I got nothing to say.
Edwards has talked to Johnny
Your friend Johnny saw you
with the body.
That junkie ain't fingering me!
It's not looking good, man.
// Wilks thinks,
weighing his options
Look, all I saw was a guy in
// Leather jacket is
a leather jacket running away.
key info
The woman was already dead.
Repeated response line when all information is obtained
Get lost, will you?
Obviously, the exact layout will depend on the format of the game's scripts
and how they are exported. How well you are able to adjust the formatting
to something that is reader-friendly will depend on your knowledge of
spreadsheets, so gaining familiarity with them could be very valuable to you.
If the final scripts were exported into a Word document, say, it would take
much more work to format them into something the actors could work
with. With a spreadsheet it is possible to format each column quite quickly
and the whole document is done in a very short time. If the scripts are
broken up into a number of different files or different pages within the
spreadsheet, it may be worth learning how to record a macro for the
formatting, which will make the whole process even easier.
If the game's export tools are really good, it could be that they can
organise the scripts into game sections for you. Even better would be if some
kind of filtering was applied so that the scripts can be exported by character
name. This way you can organise the actor schedule according to the
character scripts.
If you are recording the actors one at a time, each actor will need a copy
of all the scenes in which their character appears. Ideally, the game's
programmers can help you with this filtering, otherwise it is probably down
to you to organise this manually in some way. Once all your scripts are
prepared this way, the schedule can be organised with the voice director and
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