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Published on May 2, 2014
"Dialog Systems in Double Fine Games"
You might have toyed with the idea of having recorded dialog in your game and wondered what, exactly, that would entail. In this session, Senior Gameplay Programmer at Double Fine, Anna Kipnis, will give a broad overview of how dialog gets into a Double Fine game, from the moment a line is written, to hearing and seeing the line in the engine, even in a foreign tongue, and what tech is required to make it all happen.
ANNA KIPNIS graduated from Rutgers University with a Bachelor's degree in Computer Science and minors in Philosophy, Cognitive Science, and Psychology. She is a Senior Gameplay Programmer at Double Fine Productions, where she has worked since 2002. At Double Fine, she has contributed to various unreleased and top secret projects as well as Psychonauts (2005), Brütal Legend (2009), Costume Quest (2010), Once Upon a Monster (2011), The Cave (2012), Broken Age (2014), and led the Amnesia Fortnight project Dear Leader (2014). She is active in the indie game community and has collaborated with Santa Ragione on Final Candidation (2013), a game about the Italian elections of 2013. She is also the founding organizer of Molyjam, a game jam inspired by Peter Molyneux and his fake Twitter account, @petermolydeux.