![]() Does that mean I can play nice with other factions wanting me to do missions for them and still. The key with all dialects was to integrate their themes into the language.įor more examples of my work, check out the gallery below. First playthrough ever and Ive integrated the Autonom. I developed their dialect to sound like broken English with a heavy use of slang. The Spacers are post-apocalyptic savages that are psychologically unstable. The Autonom were service robots that are now sentient, so I wanted to create a dialect that sounded almost binary to reflect their nature.Īnother example is the Spacers faction, which were heavily inspired by George Miller's Mad Max. In the image you can see an example of my work on the Autonom faction. I collaborated with my lead and the game director to establish the dialects that would fit them all respectively. ![]() ![]() The five NPC factions are quite bespoke and diverse. My task was to create unique and memorable dialogues for all of the five factions the player would encounter in the game. I was given design briefs for the NPC factions in Planetfall which included their history, lore, visual aesthetic and a general direction for their overall design. When I joined the team at Triumph, the worldbuilding narrative was mostly complete.
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