

Jordan Lee Spencer - Game Designer

![]() | ![]() | ![]() | ![]() | ![]() |
|---|---|---|---|---|
![]() |
Renown.
The aim for this was to show the impact of player choice in games. We do this through an AI who are able to have small talk with each other. This AI knows the choices you have made and has an opinion on your choice based on their place in the kingdom which the AI uses to decide what to say.
To make this mechanic work I had to do a lot of research on how people communicate to see if I could replicate that in a game. Then on top of that I had to make sure the AI knew what had happened in the previous section so that they could speak and give their opinion on it.
Why I chose this project.
When making this project I was looking at my favourite game Fable 2 to see if there was an aspect of that game that I would gain inspiration from. So when looking at Fable 2 I noticed that renown was a big pillar of the game and more importantly that your actions have consequences. You can even hear people talk about your deeds. This is where the idea for "Renown" came from. I wanted to make a game where your actions had consequences and that was shown through characters talking about you. I think that making players have an effect on a game world is one of the things that can make people feel powerful when playing games, like they're doing things that are actually having an effect.
The Future of AI conversion's?
Audio Deep Fake AI.
- To make a conversation system that feels natural it requires a lot of lines to be written into the game. So to have this system voice acted would require a lot of resources to have enough voice actors that it is convincing and you don't hear the same voice come from multiple characters, or at least have it happen as little as possible.
I feel that a solution for this in the near future is deep fake AI. This is where we have an AI that learns to replicate the voice of a human by listening to samples of them. This way instead of having voice actors read out thousands of lines we stead have them coming in to teach an AI to replicate their voice. Then game designers can add as much dialogue as they want without the constraint of having to get an actor to record all the voice lines, as we then have a program that we've taught to replicate hundreds of different voices to record the line.





