Automation in Games: Efficiency in a Creative Industry

游戏自动化:创意产业的效率

2021-07-22 02:44 lionbridge

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A quiet revolution is happening in audio recording technology as platforms move to the cloud, offer productivity improvements and introduce some of the benefits we have taken for granted in text localization for years. At Lionbridge Gaming, we are helping to drive that process with our cloud production platform built specifically for games voice audio production. Automation can improve productivity, reduce human error and enhance the user’s experience by simplifying their tasks while removing some of the boring bits. But automation can also hinder the creative process—how many times has the predictive text feature on your phone tried to ruin your most creative messages with a standardized, rote response? With this experience, small wonder suggesting the intrusion of automation into the creative domain can cause some serious consternation. Creativity is about breaking rules, having the freedom to implement an expert decision and (sometimes quite literally) not stick to the script. How do we manage these competing demands? Connection: Things and People While connecting things and people might not feel like automation (which in a creative industry can be a good thing!), it achieves the same end: eliminating human processes that add little value. A lot of audio production workflows in the past involved moving content and data across global studios and between people in the same team and different toolsets. By bringing tools and teams under the umbrella of a single production platform, we eliminate the transition work: the output of a step becomes the input for another. So, in Lionbridge Games Cloud for Audio, the content that is ingested for script management by the central team is the input for localization by all teams and is used for automated assets checks. These assets are used to generate recording sessions, which are used in batch processing and for QA, among other uses. And connecting workflow steps also connects team members that might previously never have opened the same software: the linguist performing script adaptation, the voice director in the studio and the post-production sound engineer or the LQA tester. In our games cloud solution, they are right there, in real time, in the same toolset and can communicate through comments and issues appended to any line. This removes the need to go through yet another toolset for communication and creates a collaborative space that enhances the creative process. Connecting things and people is an unintrusive way to achieve automation goals while reinforcing creative collaboration. And you don’t even need to use the A-word! Automation Designed for Integration with Expert Processes Ask a new sound engineer, six weeks out of college, how to post produce game audio files and they will likely give you a nice, clear, sequential list of steps—an automation dream! Ask the same engineer five years later and they’re more likely to wonder aloud, “What does that question even mean?” It’s a phenomenon first encountered by software teams working in expert systems in the 70s. Experts don’t follow paths, they make them: constantly, often unconsciously, adapting their processes to the specifics of the problem at hand. If experts are hard to automate for, creative experts... ugh! So, what can you do? Firstly, any automation needs to recognize that it is not the expert here. Automation kicks in when the expert decides, and the expert determines the parameters. For example, Lionbridge Games Cloud for Audio perfectly understands the games’ standard recording duration constraints, but if the expert wants “Match Source Duration +/- 27%,” the software will dutifully oblige, and alert users whenever the target audio fails to meet that constraint. Secondly, experts will frequently adapt and tweak processes to every line, so Lionbridge Games Cloud automations and batch processes can be configured individually for each line of audio, and mini-batch processes can be quickly run on any selection of lines while overriding the configuration. Or perhaps, the best solution is currently undetermined because information is unavailable. Voice Directors using Lionbridge Games Cloud in the studio can insert additional alternative takes as new lines in a single click. Giving creative teams quick-to-configure and quick-to-deploy automations in smaller chunks helps to integrate the time-saving steps as building blocks within the process that the expert is typically building on the fly. It ensures that the experts stay in control, and it allows them to break the rules as needed. The Lionbridge Games Cloud’s automated checks will alert relevant teams, including QA, if and when rules have been broken. And the built-in communications enable everyone to understand the reasons, and to confirm that those reasons are justified. Augment and Assist Experts This human-centered approach to automation recognizes that sometimes creative experts are just plain better at a task than any available automation. However, there may still be opportunities to improve user performance. For example, script vs audio mismatches are the most common of all audio bugs. QA and LQA teams know there are mismatches in the content—they just have to find them. It’s a needle-in-the-haystack problem that typically requires listening to each audio file multiple times. Our games cloud uses speech-to-text (STT) to extract the content of audio files and compares the resulting string against the script to see if they match. But while STT performs impressively for film and video conferencing, it can struggle with the unusual sentences, vocabulary and generally short lines found in games. This can generate a high number of false negatives. We made significant gains in accuracy with our enhanced STT+ technology for detecting mismatches and, with some variation between languages, about 85 percent of lines can be definitively flagged “Good to go!” The remaining 15 percent of the haystack is handed back to the humans. However, now armed with a visual red/blue comparison of the audio and script strings, the user can visually scan the content and listen only to those parts of the audio flagged as a potentially mismatch. Finding all the needles has been simplified by combining automation with human expertise, and by presenting information in the form that is easiest for the user to process. We adopt a similar approach to detect breach of timing constraints: an automated check identifies potential issues, and visual cues simplify the human task of confirming whether a fix is required. For sound sync recordings, where pauses in speech need to align between source and target audio, the source and target waveforms are overlaid, and the pauses (silences) are marked visually. Users can see how closely the pauses align and make an expert decision on whether to they align sufficiently for the given context. Balance for the Better As game development teams have always known, appropriate automation has a role in creative industries, and that includes game voice production. But ‘appropriate’ is the operative word: Automation can’t replace the human touch. It should be applied to take over mundane, repetitive tasks and only augment creative tasks that humans do better. Rather than the autocorrect feature on your phone that makes changes of its own accord, we need more tools like the spell check in your document editor that highlights possible errors. Tools that leave the expert in control, have your back and give you the freedom to break rules and get creative.
随着平台向云端转移,音频录制技术正在悄然发生革命,提供了生产力的提高,并引入了我们多年来在文本本地化中认为理所当然的一些好处。在Lionbridge Gaming,我们正通过专门为游戏语音和音频制作打造的云制作平台来推动这一进程。 自动化可以提高生产率,减少人为错误,通过简化任务,同时消除一些无聊的钻头,增强用户体验。但自动化也会阻碍创意的过程——你手机上的文本预测功能有多少次试图用标准化的、死记硬背的回复来破坏你最有创意的信息? 有了这些经验,难怪自动化进入创意领域可能会引起一些严重的恐慌。创造力是关于打破规则,能够自由地执行专家的决定,并且不拘于脚本。我们如何管理这些相互竞争的需求? 连接:物与人 虽然连接事物和人员可能感觉不像自动化(这在创意行业可能是一件好事!),但它达到了同样的目的:消除了几乎没有价值的人工流程。在过去,许多音频制作工作流程都涉及到在全球工作室中移动内容和数据,以及在同一团队和不同工具集的人员之间移动内容和数据。 通过将工具和团队置于单一生产平台的保护伞下,我们消除了过渡工作:一个步骤的输出成为另一个步骤的输入。所以在Lionbridge Games Cloud for Audio中,中央团队用于脚本管理的内容是所有团队用于本地化的输入内容,并用于自动资产检查。这些资产用于生成记录会话,这些会话用于批处理和QA,以及其他用途。 连接工作流程步骤也可以连接以前从未打开过相同软件的团队成员:执行脚本改编的语言学家、工作室的声音总监、后期制作音效工程师或LQA测试人员。在我们的游戏云解决方案中,它们就在那里,实时地,在同一工具集中,可以通过添加到任何一行的注释和问题进行交流。这就消除了通过另一套工具进行交流的需要,并创造了一个能够增强创造性过程的协作空间。 连接事物和人是实现自动化目标的一种非侵入性的方式,同时也加强了创造性的协作。你甚至不需要用a字! 为集成专家流程而设计的自动化 问一个刚毕业6周的新音效工程师,如何发布游戏音频文件,他们可能会给你一个清晰、有序的步骤列表——这是一个自动化的梦想!五年后再问同样的工程师,他们很可能会大声问:“这个问题到底是什么意思?” 在70年代,在专家系统中工作的软件团队首次遇到了这种现象。专家不会遵循路径,他们会制定路径:不断地,经常是无意识地,根据手头问题的具体情况调整他们的过程。如果专家很难自动化,那么创造性专家……啊! 那么,你能做什么呢?首先,任何自动化都需要认识到它不是这方面的专家。当专家决定时,自动化就开始了,专家决定参数。例如,Lionbridge Games Cloud For Audio完全理解游戏的标准录制时长限制,但如果专家希望“匹配源时长+/- 27%”,该软件将尽职尽责,并在目标音频未能满足该限制时提醒用户。 其次,专家们会经常调整流程以适应每一行,所以Lionbridge Games Cloud的自动化和批处理流程可以针对每一行音频单独配置,而迷你批处理流程可以在覆盖配置的同时快速运行于任何选择的行。或者,由于信息不可用,最好的解决方案目前尚未确定。在工作室中使用Lionbridge Games Cloud的配音总监可以在一次点击中插入额外的替代台词。 在更小的块中赋予创造性团队快速配置和快速部署的自动化,有助于将节省时间的步骤集成为专家通常正在动态构建的流程中的构建块。它确保了专家的控制,并允许他们在需要时打破规则。Lionbridge Games Cloud的自动检查将提醒相关团队,包括QA,如果和何时违反了规则。内置的通信使每个人都能理解原因,并确认这些原因是合理的。 扩充和协助专家 这种以人为中心的自动化方法认识到,有时创造性专家只是比任何可用的自动化更好地完成任务。然而,提高用户性能的机会仍然存在。 例如,脚本与音频不匹配是所有音频漏洞中最常见的。QA和LQA团队知道内容中存在不匹配的地方——他们只需要找到它们。这是一个大海捞针的问题,通常需要将每个音频文件听多次。我们的游戏云使用语音到文本(STT)来提取音频文件的内容,并将结果字符串与脚本进行比较,看它们是否匹配。 但是,尽管STT在电影和视频会议上的表现令人印象深刻,但它却难以处理游戏中常见的不寻常的句子、词汇和简短的台词。这可能会产生大量的假阴性。通过增强的STT+技术,我们在检测不匹配方面取得了显著的准确性,并且,通过语言之间的一些变化,大约85%的行可以明确标记为“Good to go!”剩下的15%则交还给人类。 然而,现在有了音频和脚本字符串的可视化红/蓝比较,用户可以可视化地扫描内容,只听那些被标记为潜在不匹配的音频部分。通过将自动化与人类专业知识相结合,并以用户最容易处理的形式呈现信息,寻找所有针头已经变得简单。 我们采用类似的方法来检测违反时间限制的情况:自动检查识别潜在的问题,可视化提示简化了确认是否需要修复的人工任务。对于声音同步录音,语音暂停需要在源音频和目标音频之间对齐,源和目标波形被叠加,暂停(沉默)被可视地标记出来。用户可以看到暂停对齐的紧密程度,并根据给定上下文判断暂停对齐是否足够。 向好的方向平衡 正如游戏开发团队所知道的那样,适当的自动化在创意产业中扮演着重要的角色,这也包括游戏声音制作。但“适当”是最重要的字眼:自动化不能取代人情味。它应该用于接管平凡的、重复性的任务,并只增加人类做得更好的创造性任务。 我们需要更多的工具,比如文档编辑器中的拼写检查,它可以突出显示可能出现的错误,而不是手机上的自动更正功能,自动进行修改。这些工具会让专家掌控一切,支持你,给你打破规则和发挥创造力的自由。

以上中文文本为机器翻译,存在不同程度偏差和错误,请理解并参考英文原文阅读。

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