160 THE GAME PRODUCTION HANDBOOK, 2/E
for storing the source audio assets, the voiceover script, and character descrip-
tions. This way, any changes made to the assets, scripts, or character notes are
tracked, and it ensures that everyone is working from the most current version.
If multiple versions of the script are available, you might accidentally record
from the wrong one during the final recording session. This can be a costly mis-
take, as you would likely need to re-record the correct dialogue at a later date.
Additionally, an asset management system makes it easier to determine
whether the recording studio has delivered all the necessary assets. Ideally, one
of the engineers can set up an automated process to validate the audio asset
filenames against the filenames listed in the voiceover script. If the files deliv-
ered by the recording studio are not validated and accounted for right away, you
might find yourself missing key audio files. If these missing files are not noticed
until later in the project, more costs could be incurred if you have to go back to
the recording studio for them.
If there are several speaking parts with numerous lines for each part, you
might want to consider setting up a database to track all the voiceover assets.
A database can be useful because you can sort by many different variables. For
example, 10,000 lines of dialogue could likely take several months to record. A
database can allow you to sort by the characters you want to record in a given
week or by which dialogue has been recorded and which has not.
File Naming Convention
Decide the file naming convention before recording any voiceover, even place-
holder files, for the game. If a convention is not established at the beginning,
much confusion will result if the game designer, sound designer, and recording
studio are all using different ways to refer to the files. It will be impossible to
determine what has been recorded and what hasn’t. If the placeholder voiceover
files are named the same as the final voiceover files, you can simply swap in the
final files and easily replace the placeholder files.
Choose a convention that will allow someone to look at the filename and
know exactly who said it and where it is located in the game. In Figure 10.1, a
file naming convention has been chosen that indicates the mission number, the
character name, and the chronological number of that character’s lines in that
section of the game.
File Formats
The source formats for audio files are usually some type of .wav or .aiff file,
which is something a recording studio can easily provide to a developer. When
the source files are delivered, an engineer can convert the audio files for use in
the game. The sound engineer creating the source audio files needs to know all
the specifications so he can deliver files with the correct bit depth, sample rate,