In video games Lip sync
1 in video games
1.1 role-playing games
1.2 strategy games
1.3 first-person shooters
in video games
early video games did not use voice sounds, due technical limitations. in 1970s , 1980s, video games used simple electronic sounds such bleeps , simulated explosion sounds. @ most, these games featured generic jaw or mouth movement convey communication process in addition text. however, games become more advanced in 1990s , 2000s, lip sync , voice acting has become major focus of many games.
role-playing games
lip sync time minor focus in role-playing video games. because of amount of information conveyed through game, majority of communication uses of scrolling text. older rpgs rely solely on text, using inanimate portraits provide sense of speaking. games make use of voice acting, such grandia ii or diablo, due simple character models, there no mouth movement simulate speech. rpgs hand-held systems still largely based on text, rare use of lip sync , voice files being reserved full motion video cutscenes. newer rpgs, have extensive audio dialogues. neverwinter nights series examples of transitional games important dialogue , cutscenes voiced, less important information still conveyed in text. in games such jade empire , knights of old republic, developers created partial artificial languages give impression of full voice acting without having voice dialogue.
strategy games
unlike rpgs, strategy video games make extensive use of sound files create immersive battle environment. games played recorded audio track on cue games providing inanimate portraits accompany respective voice. starcraft used full motion video character portraits several generic speaking animations did not synchronize lines spoken in game. game did, however, make extensive use of recorded speech convey game s plot, speaking animations providing idea of flow of conversation. warcraft iii used rendered 3d models animate speech generic mouth movements, both character portraits in-game units. fmv portraits, 3d models did not synchronize actual spoken text, while in-game models tended simulate speech moving heads , arms rather using actual lip synchronization. similarly, game codename panzers uses camera angles , hand movements simulate speech, characters have no actual mouth movement. however, starcraft ii used synced unit portraits , cinematic sequences.
first-person shooters
fps genre places more emphasis on graphical display, due camera being close character models. due increasingly detailed character models requiring animation, fps developers assign many resources create realistic lip synchronization many lines of speech used in fps games. 3d models used basic up-and-down jaw movements simulate speech. technology progressed, mouth movements began closely resemble real human speech movements. medal of honor: frontline dedicated development team lip sync alone, producing accurate lip synchronization games @ time. since then, games medal of honor: pacific assault , half-life 2 have made use of coding dynamically simulates mouth movements produce sounds if spoken live person, resulting in astoundingly lifelike characters. gamers create own videos using character models no lip movements, such helmeted master chief halo, improvise lip movements moving characters arms, bodies , making bobbing movement head (see red vs. blue).
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