Lost Levels

This feature was a bit of a worst case scenario, as it was something that the Dialogue team had no purview of until after the recordings were done. As a result, we were handed long files of run on sentences that were largely recorded on the particular speaker’s phone, setting us up for a bit of a challenge.

Because we didn’t have any say on the script, or any script at all, the files themselves were not well timed to the pace of the levels, with some of the longest files being for the short part of the level. Luckily, however, some of my colleagues did a great job editing the information into bite sized chunks - handing the files off to me for the implementation and mastering pass.

Mastering them wasn’t the easiest task, either, as the levels themselves had never had a final mix pass done since they were cut from the original game. And timing the conversations out to the pacing of the level was also a challenge, as I had to remove and re-arrange a lot of the content just to get the important bits to play in game. With that said, it was a fun feature to work on - allowing players to be able to hear what goes into the making of a level and learn about why the level ultimately got cut in the first place.

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Cinematic Descriptions