Skip to content
Cavaleiros Celestiais

Devlog · Episode 4

Over 3,000 voiced lines

The characters in the game really talk. Here is how I picked each voice, what went wrong and why even the alerts have one.

Silent people turn into scenery

A character who does not speak looks like decoration. You walk past and forget. That is why I decided everyone in the world would have a voice. There are already more than three thousand voiced lines.

When the world got a voice, the way of playing changed. You start hearing the city before you see the way, and remembering people by how they sound.

The scribes of the archive. People like this have to sound like people, not like text in a box.
The scribes of the archive. People like this have to sound like people, not like text in a box.

Four wrong words

It sounds small, but it is not. Hearing the name of a city said wrong pulls you out of the game right away.

Each one with their own voice

Every important character has a voice of their own. For the treasurer, I compared two previews side by side. The one that won sounded like someone who has counted coins all his life.

The smith at night, hammering the anvil. His voice has to match the clang.
The smith at night, hammering the anvil. His voice has to match the clang.

Even the game alerts speak. When something important happens, you hear it without looking at the corner of the screen.

The weapons master took the most work

The character who cost me the most was the weapons master, who teaches the basics. He has to sound firm without sounding angry. If the tone is off, everybody skips the text, and then nobody learns anything.

He is the first person who teaches you how to fight. If you leave that conversation angry at him, you walk into the game in a bad mood. So I recorded, listened, recorded again, until the tone became that of a master who trusts you.

The weapons master near the forge. Firm, but not shouting at you.
The weapons master near the forge. Firm, but not shouting at you.

To me, a good voice is the one you barely notice, you just understand.

Back to the devlog