Paola Velasquez

Paola Velasquez

Sony Interactive Entertainment

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Senior Dialogue Designer working at Sony Creative Arts London for almost 4 years, working in projects such as Helldivers 2 and Until Dawn Remaster. Originally from Guatemala, I’m a VFS grad who started my career in audio as an Audio QA and Sound Designer at Frontier Developments in the UK. After around 5 years I started to specialise in Dialogue and decided to change my career path. As a Dialogue Designer, I am mostly focused on dialogue pipelines, tech and tools design and implementation within Sony CA.

Paola Velasquez is speaking at the following session/s

Reading Between the Lines: Integration of Sound, Narrative and Design into Dialogue

Go on a deep dive into how the role of Dialogue Designer came to be, and what it can encompass. This talk will explore how Dialogue Designers at Sony Creative Arts approach projects from a creative, practical and technical perspective, and provide insight on what our dialogue integration processes consist of, depending on the current tools and workflows in place. We’ll refer to practical examples from recent games such as Helldivers II and Until Dawn Remaster to take a peek at some of the tools we used and decisions we made in terms of dialogue pipeline integration.

We’ll discuss at which points on the development cycle Dialogue can have a direct or indirect involvement, and how there can be some discipline overlaps and dependencies with Sound Design, Narrative and Game Design that can greatly impact the overall soundscape of a project.

And finally, we’ll talk about how having knowledge of, and even dipping your toes into other disciplines can be greatly beneficial for your skillset, and your personal and professional development.

Session Takeaway

  • Learn about the overlap between Dialogue Design, Sound Design and other game development disciplines and how they differentiate and complement each other
  • Discover how we do Dialogue Design within Sony, providing an overview of our general workflows, and some of our tools and pipelines together with the reasons why we work the way we do
  • Be inspired to experiment within game development in order to “find your thing”

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