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How Game Developers Record and Implement Dialogue for Video Game Characters

Game dialogue production links approved lines to directed performances, audio assets, runtime logic, subtitles, and localized versions. Here’s how the workflow fits together.
Length7 min Posted Quest giverVGSources Team
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Game dialogue becomes playable when a production team connects approved lines to performances, audio files, character and scene context, and the game logic that selects when each line plays. The work spans writing and preparation, voice direction and recording, engine implementation, testing, and—when the game is localized—a connected cycle of translation, recording, and audio import.

Prepare lines so they can be performed and implemented

A spoken line needs more than its text. Give actors and the people implementing the dialogue enough information to understand who is speaking, who they are addressing, what is happening in the scene, and how the line should be delivered. For reactive dialogue, keep the line associated with its speaker, conversation or scene, and the conditions under which the game can select it.

Make lines as complete and final as practical before booking a character’s recording. Microsoft’s game-localization guidance, updated August 29, 2023, recommends this because repeated small recording sessions can cost more than recording a larger, settled set of lines. The same guidance recommends providing localization teams with materials such as scripts, character biographies, walkthroughs, style guides, and, where possible, game builds. That context helps them understand interactive narrative rather than translating isolated sentences.

Give every line a stable identity and decide how its audio file will be named before recording. The identity is the hand-off that lets a script, performance, engine asset, subtitle, and localized version refer to the same line. Unreal Engine’s 5.8 asset-localization guidance specifically recommends deciding the filename format before recording, because changing it later is difficult. Its dialogue sheet uses an AudioFileName field to identify the expected WAV filename for each culture.

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Direct performances, record takes, and review them

Actors need direction as well as text. Performance notes can describe intention, emotional state, pacing, emphasis, or how delivery changes depending on whom the character is addressing. Unreal Engine’s Dialogue Wave workflow includes a Voice Actor Direction field for describing delivery toward different listeners; this illustrates how performance context can travel with a line into implementation.

Recording arrangements and take-management practices vary by studio. The documented workflows do not establish one required microphone, original-language recording format, or universal method for choosing and naming takes. What matters for the hand-off is that the approved performance can be matched reliably to its line and intended context. Review and copy-editing may also be part of the process before assets are imported.

Localization can involve more than recording a translated script. Microsoft describes work that may include adapting dialogue, casting, directing, lip-syncing, and meeting duration constraints. A localized performance may need to fit a cutscene or animation timing, so teams should provide context and check the localized version in the game where possible.

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Connect dialogue to characters and game logic

The engine must associate the right performance with the right line and determine when that line can play. Dialogue assets can help manage voice, listener, text, and audio context, but the system that handles conversation flow and branching is a separate design decision.

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Unreal Engine: Dialogue Voices and Dialogue Waves

In Unreal Engine’s documented workflow, a Dialogue Voice asset represents a character voice, while a Dialogue Wave represents a line with contextual speaker and listener information and an associated Sound Wave. A developer can add voice assets to character Blueprints, create a Dialogue Wave for a line, set its speaker and listener contexts, include delivery notes, assign the recorded Sound Wave, and trigger playback through Blueprint logic when an interaction occurs.

A Dialogue Wave is not, by itself, a complete conversation system. Unreal’s documentation cautions that longer conversations will likely need a conversation manager or another layer to control progression, branches, and game-state conditions. In a branching scene, the project still needs to decide which choices are available, what state changes they cause, and how the selected response connects to the next line.

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Subtitles depend on the configured line and audio context. In the Unreal tutorial’s example, subtitles are enabled by default but do not appear unless a Sound Wave is assigned for the active context. Unreal’s localization workflow also supports spoken text and optional subtitle overrides on Dialogue Waves, which can be gathered through its standard localization pipeline.

Unity: audio building blocks, with conversation logic supplied by the project

The cited Unity 6.7 Beta audio overview describes importing AIFF, WAV, MP3, and Ogg files as Audio Clips, assigning clips to Audio Sources or using them in scripts, spatial playback, and mixing. It also describes a Microphone API for recording from available microphones. These are audio capabilities, not a documented end-to-end workflow for writing, recording, and authoring branching character conversations. A project using Unity must determine how dialogue lines, branches, speaker context, subtitles, and localization connect through its own systems or tools.

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The Microphone API’s presence does not make runtime microphone capture a standard method for recording professional character performances. The documentation describes an engine feature; it does not prescribe a voice-over studio workflow.

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What to compare when choosing an approach

Implementation question Unreal Engine documentation Unity documentation cited here
How is a line connected to a character voice? Dialogue Voice assets represent character voices; Dialogue Waves provide speaker and listener context for a line. Audio Clips and Audio Sources provide playback building blocks; the cited overview does not define a dialogue-specific asset model.
How are branches and conversation progression handled? Dialogue Waves are not a full conversation system; longer conversations may need a conversation manager. The cited audio overview does not document a branching conversation editor or conversation-management system.
How does audio play? A Dialogue Wave can reference a Sound Wave, and playback can be triggered through Blueprint logic. Audio Clips can be assigned to Audio Sources or used from scripts, with spatial playback and mixing available.
What does the cited documentation say about recording? The Dialogue Wave workflow provides a Voice Actor Direction field and assigns returned Sound Waves to contexts. The overview describes a Microphone API for recording from available microphones, not a voice-over production workflow.

This is a comparison of the cited documentation, not a ranking of the engines. For a real project, compare how the team will represent branches and game-state conditions, manage speaker and delivery variations, connect subtitles, localize assets, review changes, and build any conversation-management tools it needs.

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Localize dialogue as a production cycle

Localization connects the written line, its translated or adapted version, the localized performance, the imported audio, and the subtitles shown to the player. Unreal Engine’s 5.8 guidance describes a workflow that starts with native dialogue set for each line, records and optionally copy-edits that dialogue, translates the native text, records and optionally copy-edits the localized dialogue, and then re-imports the localized audio so subtitles reflect the final dialogue.

  1. Set and stabilize the native dialogue. Give each line its text, context, and identity before recording.
  2. Record and review the native performance. Copy-edit or revise as needed before using it as the basis for localization.
  3. Translate and adapt the text. Supply character and scene context so translators can handle intent and interactive narrative, not just individual words.
  4. Record and review each localized performance. Account for casting, direction, lip-sync, and timing where the scene requires them.
  5. Import each culture’s audio and check subtitles. Unreal’s dialogue utilities can export per-culture dialogue sheets; the SpokenDialogue field can be used for copy-edits, and AudioFileName specifies the localized WAV name. Place recorded audio in the appropriate culture folder and import it into the correct Dialogue and Sound Wave assets.

If native text changes during Unreal’s documented localization workflow, Epic says the process is expected to restart at its first step. This is why stable source text and timely approvals matter: a late rewrite can affect translation, performance, filenames, imports, and subtitle alignment—not only the script.

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Some cutscenes also require video materials alongside the source audio and script. Microsoft’s guidance notes that providing separate voice, effects, and background tracks can allow the localized version to be remixed. The exact hand-off depends on the project’s audiovisual materials and localization needs.

Test the complete line in the game

A file that imports successfully is not necessarily the right line in the right moment. Verify the connection from dialogue data to runtime behavior by checking that the intended speaker and context select the correct audio, that branches respond to the right conditions, and that the performance fits the scene. Check the subtitle text against the final spoken line, including any localized override, and confirm it appears for the active context.

Testing should include the localized version in context when possible. A line that works as text may change in length or timing after adaptation and performance; cutscene duration and lip-sync can add constraints. Reviewing the version in the game helps catch mismatches among dialogue, audio, subtitles, and scene timing.

What the workflow does—and does not—standardize

The common principle is a reliable hand-off: stable line identity and context connect writing to performance, audio, engine behavior, subtitles, and localization. The specific tools and production procedures are not universal. Unreal Engine 5.8 documents a Dialogue Wave and Dialogue Voice localization workflow; the Dialogue Voices and Waves tutorial is for Unreal Engine 5.4. Unity’s cited overview is for Unity 6.7 Beta and documents general audio features rather than a full dialogue-authoring pipeline. Feature details may differ across releases, so teams should confirm the workflow against the engine version they use.

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Neither the cited engine documentation nor Microsoft’s localization guidance establishes a universal recording setup, filename scheme for every studio, or single branching-dialogue architecture. The practical design choice is the one that keeps lines identifiable, performances understandable, runtime conditions maintainable, and localized audio and subtitles reviewable throughout production.

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