Procedurally Generating Level Sequences from a Dialogue Script | Unreal Fest 2024

Unreal Engine


Summary

The video provides a detailed walkthrough of a tool developed for generating dialogue sequences in narrative RPGs at Big Bad Wolf Studio. The tool allows for efficient creation of dialogues with features like logic, choices, conditions, subtitles, and lip sync. Insights into managing cameras, animations, gestures, audio, and text-to-speech processes are shared, emphasizing the importance of procedural cinematic generation for optimizing workflow and retaining handcrafted work during production.


Introduction and Studio Overview

The speaker introduces himself as Guillaume, a programmer at Big Bad Wolf Studio, and provides an overview of the studio's focus on narrative RPGs. He discusses the tool created for generating dialogue sequences from dialogue scripts and mentions the games developed by the studio.

Problem Statement

The speaker addresses the challenges faced in creating narrative RPGs with a large quantity of dialogues, emphasizing the need for cinematics with cameras, animations, subtitles, lip sync, etc. He compares the word count of their games with The Witcher 3 and highlights the density of dialogues in their games.

Development of Tools Inside the Engine

Details about the creation of tools within the game engine, including a dialogue editor and a sequence generator. The dialogue editor allows for the creation of dialogues, logic, choices, and conditions. The sequence generator splits dialogues into sequences based on choices and conditions.

Dialogue Editing and Sequencing

Explanation of the Dialogue Editor and how dialogues are automatically split into sequences. The process of creating sequences, subdividing dialogues, and managing different stages within the sequences is discussed. The importance of using Sequencer for cinematics is highlighted.

Event Management and Logic

Detailed insights into event management within Sequencer for dialogues. The speaker explains the backbone of sequences and dialogues, handling logic, subtitles, jumps, and choices through events. The utilization of data tables for managing presets and rules for cameras is also explained.

Camera Selection and Animation

The process of selecting cameras for dialogues, setting rules for coherent cinematic shots, and dealing with blending in Sequencer. The speaker discusses creating and modifying cameras using blueprints, presets, and rules. Additionally, insights into managing animations, gestures, and emotions are provided.

Audio, Lip Sync, and Text-to-Speech

Details about audio, lip sync, and text-to-speech processes in dialogues. The speaker explains the usage of naming conventions for assets, audio timings, and the importance of generating placeholder lip sync and text-to-speech for dialogue mood and length evaluation.

Post-Generation Edits and Optimization

Discussion on post-generation edits, including the challenges of dialogue changes during production and the need for a system to retain handcrafted work. The speaker explains the process of minimizing the need for re-generation, locking sequences, and partial regeneration for efficient workflow.

Sequencer Pitfalls and Solutions

Identification of common pitfalls in using Sequencer for dialogue creation and strategies to overcome them. The speaker highlights the importance of custom tracks, marked frames, character displacement, and runtime camera issues, providing solutions and insights for optimizing the workflow.

Conclusion and Tool Effectiveness

The speaker concludes by emphasizing the effectiveness of the tool for procedural cinematic generation, enabling fast and efficient creation of dialogues with instant previews. He mentions the integration of text-to-speech, lipsync, custom tracks, and audio third-party tools, showcasing the continued usage of the tool in their production.


FAQ

Q: What tool was created for generating dialogue sequences from dialogue scripts?

A: A tool for generating dialogue sequences from dialogue scripts was created.

Q: How does the tool help in creating narrative RPGs?

A: The tool helps in creating narrative RPGs by managing a large quantity of dialogues and cinematics with cameras, animations, subtitles, and lip sync.

Q: What are some of the key features of the dialogue editor within the game engine?

A: The dialogue editor allows for the creation of dialogues, logic, choices, and conditions for better narrative management.

Q: How are dialogues automatically split into sequences?

A: Dialogues are automatically split into sequences based on choices and conditions using the sequence generator.

Q: What is the importance of using Sequencer for cinematics?

A: Sequencer is important for cinematics in handling logic, subtitles, jumps, and choices through events.

Q: How are presets and rules for cameras managed in the tool?

A: Presets and rules for cameras are managed using data tables to ensure coherent cinematic shots.

Q: What is the process for managing animations, gestures, and emotions in dialogues?

A: Animations, gestures, and emotions in dialogues are managed within the tool through blueprints, presets, and rules.

Q: How are audio, lip sync, and text-to-speech processes incorporated into dialogues?

A: Audio, lip sync, and text-to-speech are essential components managed by the tool for dialogue mood and length evaluation.

Q: What strategies are used to overcome common pitfalls in dialogue creation using Sequencer?

A: Strategies include utilizing custom tracks, marked frames, character displacement, and addressing runtime camera issues for optimization.

Q: How does the tool enable fast and efficient creation of dialogues?

A: The tool enables fast and efficient creation of dialogues through procedural cinematic generation and instant previews.

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