تدريب Shadowing: How video game rocks get made - تعلم التحدث بالإنجليزية عبر الفيديو

جارٍ إنشاء الدرس...
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This is a rock.
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But this man is not a geologist.
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My name's Galen.
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I work as a producer and an evangelist here for Quixel at Epic Games.
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Video game developer Epic Games makes games like Fortnite, but they're as well known for Unreal Engine, the ever-evolving game engine for a ton of video games
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and other industries that use 3D from Hollywood movies to demos for architecture.
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That's part of why Epic Games Studio Quixel sends people here.
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Because getting high resolution scans of rocks like these represents an evolution in making video games and all three-dimensional art.
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Where actually were you when you were doing these scans?
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The area specifically that we spent the most time in is an area called Hurra Pass.
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And Hurra Pass takes about 90 minutes to get to at least where we were scanning to in an off-road capacity.
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Pavement stops, there's sheer drop-offs, it's really sketchy, for lack of a better way to put it.
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And since we're so far off the grid and we didn't bring a generator or anything like that, we would just scan and tell the batteries we go completely dead.
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Galen is out there searching for rocks that might look good for Epic's tech demo, set on a moody, slightly alien landscape.
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In this clip, Galen is taking high-resolution pictures of this rock from a bunch of different angles.
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The tent keeps light even, no hard shadows.
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On the back, he's got a battery pack to keep going longer.
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And on the ground, there's a scale marker so they'll know how big the boulder is.
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These pictures are pulled into software, then they're stitched together into a 3D model.
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The software figures out what a complete rock looks like from the common points in the picture.
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All this makes up a scanned asset.
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The Quixel team did a similar process for big structures by capturing via drone, and for textures by photographing a rock wall and capturing the canyon floor.
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Making them can be pretty hard work.
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You walk into an area and you think, oh, this is awesome.
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And then you start breaking it down, thinking about what's actually going to be useful.
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And it becomes less awesome very quickly.
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Mostly just because of the time, you know, the time constraints.
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It's like, oh, well, I could shoot that, but I mean, is it the best use of the few hours we have left today, you know?
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But shifting that time to Quixel and other scanners and then distributing their work saves time for individual video game designers.
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And the treacherous highlights of the canyons of Utah are available for download and insertion into your own game.
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In the past, artists had to manually make these assets and textures, sometimes pixel by pixel.
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These days, you might sculpt your own assets using special software.
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Sometimes it works better than others.
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I guess it's a face?
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Downloading textures and models from a cloud marketplace cuts that out of the workflow.
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They aren't just photos.
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For example, they include additional images, like this normal map, which uses color to tell the program how high or low certain parts of an image should be.
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And you can even remix and customize assets once you have them.
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The example that I always use whenever I'm describing the library and the things that we do is, how many times do you as an artist need to remake that brick wall?
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There are a lot of ways to get pretty good 3D stuff.
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Part of what's exciting about all this technology is
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that pretty much anyone can make a high quality 3D scan and get assets using stuff as simple as their phone.
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You can use professional stuff like reality capture or honestly your own phone might get you 70% of the way there.
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Do I look cool right now?
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I feel so cool.
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But for a rich environment, it's easier to just download something.
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Polyhaven provides a lot of textures and models that work across many programs for free.
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Quixel offers high-quality assets free to use in Unreal and for a fee in other programs.
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And while I'm able to scan a local rock,
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developers can't always go to Utah or another one of Quixel's biomes which range from rainforests to tundras.
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Suddenly, everyone can make their game an alien planet without having to draw it.
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Even though I'm not in the desert, it is super hot right now, and sometimes developers just want to sit at their desk.
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Or make guys like Galen be the ones who have to trek out and eat lunch in the desert.
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Quick Sam, you know what I mean?
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Double cheese.
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For Epic, these scans and textures were collected in part for that technology demo of the company's graphics supercharged Unreal Engine 5.
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It's a flywheel for Epic Games and Quixel, where scans make Unreal Engine better, and better Unreal Engine means more Unreal Engine games,
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which means more people want to add scans that work with Unreal Engine.
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That also means it is eminently practical to send a crew of non-geologists deep into the desert to photograph rocks.
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Thank you.

المفردات وملاحظات التحدث لهذا الدرس

هذا الدرس في المحادثة بمستوى B2 مبني على الفيديو “How video game rocks get made”. أكثر الكلمات تكرارًا في الفيديو: scan, rock, Unreal, engine, Quixel. يحتوي هذا الفيديو على 60 جملة و870 كلمة للتدرب على الترديد. مدة الكلام 6:03. يتكلم المتحدث بسرعة ثابتة، نحو 144 كلمة في الدقيقة، وهي سرعة مريحة للترديد. 80% فقط من الكلمات ضمن أكثر 3,000 كلمة شيوعًا في الإنجليزية، فالمفردات صعبة نسبيًا.

أهم المفردات في هذا الفيديو

أصعب 15 كلمة في الفيديو، مع النطق والمعنى:

الكلمةالنطقالمعنى
scan فعل/skæn/مَحَّصَ, تَمَعَّنَ
texture اسم/ˈtɛkst͡ʃə(ɹ)/مَلْمَس
geologist اسم/d͡ʒiˈɑːlədʒɪst/جِيُولُوجِيّ
pixel اسم/ˈpɪk.səl/بِكْسِل
canyon اسم/ˈkænjən/خَانِق, أُخْدُود
constraint اسم/kənˈstɹeɪnt/متطلب
evangelist اسم/ɪˈvænd͡ʒəlɪst/مُبَشِّر
flywheel اسمحَدَّافَة
rainforest اسم/ˈɹeɪn.fɔɹ.ɪst/غَابَة اِسْتِوَائِيَّة
tundra اسم/ˈtʌndɹə/تُنْدْرَا
scanner اسم/ˈskænə/مَاسِح, مَاسِح ضَوئِيّ
stitch اسم/stɪt͡ʃ/غَرَزَة
distribute فعل/dɪˈstɹɪbjuːt/وَزَّعَ
generator اسم/ˈdʒɛnəɹeɪtə(ɹ)/مُوَلِّد, مُوَلِّد كَهْرَبَائِيّ
remix اسم/ˈɹiːˌmɪks/ريمكس, ريميكس

جمل تستحق التكرار

جمل قصيرة وكاملة من الفيديو يمكنك استخدامها في الحديث اليومي:

  • Where actually were you when you were doing these scans?
  • I guess it's a face?
  • Do I look cool right now?

نطق يحتاج إلى انتباه

يستخدم المتحدث 10 من الصيغ المختصرة، مثل I'm, they're, aren't. انطقها بصيغتها القصيرة كما تسمعها.

  • أصوات “sh” و“zh”: insertion /ɪnˈsɝʃən/, sheer /ʃɪɚ/, dimensional /daɪˈmɛn.ʃə.nəl/
  • الكلمات الطويلة — انتبه لموضع النبر: developer /dɪˈvɛləpɚ/, geologist /d͡ʒiˈɑːlədʒɪst/, eminently /ˈɛmɪnəntli/, evangelist /ɪˈvænd͡ʒəlɪst/, manually /ˈmænj(u)əliː/

أصوات يجدها متحدثو العربية صعبة:

  • /p/ — ليس /b/: انطقه مع نفخة هواء: developer /dɪˈvɛləpɚ/, pixel /ˈpɪk.səl/, sculpt /skʌlpt/, pavement /ˈpeɪvm(ə)nt/
  • /v/ — ليس /f/: مع اهتزاز الأوتار الصوتية: developer /dɪˈvɛləpɚ/, evangelist /ɪˈvænd͡ʒəlɪst/, pavement /ˈpeɪvm(ə)nt/, evolve /ɪˈvɑlv/
  • تتابع الصوامت — لا تضف حركة بينها: scan /skæn/, texture /ˈtɛkst͡ʃə(ɹ)/, geologist /d͡ʒiˈɑːlədʒɪst/, constraint /kənˈstɹeɪnt/, eminently /ˈɛmɪnəntli/

كيف تتدرب بهذا الفيديو

  1. استمع إلى الفيديو كاملًا مرة واحدة دون أن تتكلم، ودوّن الكلمات التي لا تعرفها.
  2. ردّد جملة جملة بالسرعة العادية، وكرّر كل جملة حتى يتطابق إيقاعك مع المتحدث.
  3. سجّل صوتك وقارنه بالأصل، مع الانتباه إلى كلمات مثل scan, texture, geologist.

ما هي تقنية التظليل الصوتي؟

التظليل الصوتي (Shadowing) تقنية تعلم لغة مدعومة علمياً، طُورت أصلاً لتدريب المترجمين الفوريين المحترفين. الطريقة بسيطة لكنها قوية: تستمع لصوت إنجليزي أصلي وتكرره فوراً بصوت عالٍ — كظل يتبع المتحدث بتأخير 1-2 ثانية. تُظهر الأبحاث تحسناً كبيراً في دقة النطق والتنغيم والإيقاع وربط الأصوات والاستماع والطلاقة.

تقنية الشادوينغ: اقرأ الدليل الكامل خطوة بخطوة →