Senior gameplay programmer
Anna Kipnis - Double Fine
Game industry veteran Anna Kipnis serves as a senior gameplay programmer at Double Fine Productions, where she’s worked on everything from Psychonauts to Brutal Legend to The Cave. Like pretty much everyone at Double Fine, she tackles a wide variety of tasks at the studio — including leading her own game development project as part of Double Fine’s most recent Amnesia Fortnight internal game jam — and has experience with the design and implementation of the dialog systems that give voice to some of Double Fine’s most iconic characters. In her work as a programmer she’s been in charge of implementing dynamic dialog systems as gameplay mechanics, but she’s also had the opportunity to work closely with writers, artists, animators, casting directors, and pretty much everyone involved with the process of bringing a line of dialog out of someone’s imagination and getting it into a finished game.
Dialogue 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 Anna 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. This session will focus on the technology required to make it possible, as well as exploring some useful approaches, including examples of dynamic dialog systems.
25 May 2017 | 15:00