You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.


The Number One Educational Resource for the Game Industry

Session Name: Dialogue: When, Who, and Why
Speaker(s): Jason Blair, DB Cooper, Ed Lima, Simon Pressey, Duncan Watt
Company Name(s): Volition, Inc.,, Respawn Entertainment, Creativesphere, Fastestmanintheworld Media
Track / Format: Audio

Did you know free users get access to 30% of content from the last 2 years?

Get your team full access to the most up to date GDC content

Overview: Dialogue development should begin at the moment the game is conceived. There should be an awareness of it at the first game design presentation. Dialogue is intrinsically tied to the story, and should be present and considered through every iteration, to the final build, and beyond. How can we help developers help us get our work done sooner? What is the best way to sustain excellence and focus throughout the development process? And what lessons from AAA game development can aid in the production of dialogue for indie games? This panel, made up of four stellar industry pros (Ed Lima, Simon Pressey, Duncan Watt, and Jason Blair), and moderated by DB Cooper, will discuss the use of VO in games, and how best to assure its success and the success of the game.

GDC 2013

Jason Blair

Volition, Inc.

DB Cooper

Ed Lima

Respawn Entertainment

Simon Pressey


Duncan Watt

Fastestmanintheworld Media

free content