Shadowing-Übung: How video game rocks get made - Englisch Sprechen Lernen mit Video

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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.

Wortschatz und Sprechhinweise zu dieser Lektion

Diese Sprechübung auf Niveau B2 basiert auf dem Video „How video game rocks get made“. Diese Wörter kommen am häufigsten vor: scan, rock, Unreal, engine, Quixel. Dieses Video enthält 60 Sätze und 870 Wörter zum Nachsprechen. Der gesprochene Teil dauert 6:03. Der Sprecher spricht gleichmäßig mit etwa 144 Wörtern pro Minute – ein angenehmes Tempo fürs Shadowing. Nur 80 % der Wörter gehören zu den 3.000 häufigsten im Englischen, der Wortschatz ist also anspruchsvoll.

Wichtiger Wortschatz in diesem Video

Die 15 anspruchsvollsten Wörter aus dem Video, mit Aussprache und Bedeutung:

WortAusspracheBedeutung
texture Substantiv/ˈtɛkst͡ʃə(ɹ)/Textur
demo Substantiv/ˈdɛm.oʊ/Demonstration
developer Substantiv/dɪˈvɛləpɚ/Entwickler, Entwicklerin
geologist Substantiv/d͡ʒiˈɑːlədʒɪst/Geologe, Geologin
pixel Substantiv/ˈpɪk.səl/Pixel, Bildpunkt
canyon Substantiv/ˈkænjən/Schlucht, Felsschlucht
constraint Substantiv/kənˈstɹeɪnt/Einschränkung, Beschränkung
customize Verb/ˈkʌs.tə.maɪ̯z/speziell anfertigen, personalisieren
eminently Adverb/ˈɛmɪnəntli/besonders
evangelist Substantiv/ɪˈvænd͡ʒəlɪst/Evangelist, Evangelistin
excite Verb/ɪkˈsaɪt/erregen
flywheel SubstantivSchwungrad
rainforest Substantiv/ˈɹeɪn.fɔɹ.ɪst/Regenwald
sculpt Verb/skʌlpt/bildhauerisch gestalten, bildhauerisch tätig sein
sketchy Adjektiv/ˈskɛt͡ʃi/skizzenhaft, flüchtig hingeworfen

Phrasal Verbs, die du hören wirst

WortAusspracheBedeutung
figure out Verbherausfinden
make up Verb/ˌmeɪk ˈʌp/wiedergutmachen, kompensieren

Sätze zum Wiederholen

Kurze, vollständige Sätze aus dem Video, die du im Alltag wiederverwenden kannst:

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

Aussprache, auf die du achten solltest

Der Sprecher verwendet 10 Kurzformen und abgeschwächte Formen, zum Beispiel I'm, they're, aren't. Sprich sie in der kurzen Form, so wie du sie hörst.

  • Die Laute „sh“ und „zh“: insertion /ɪnˈsɝʃən/, sheer /ʃɪɚ/, dimensional /daɪˈmɛn.ʃə.nəl/
  • Lange Wörter – auf die Betonung achten: developer /dɪˈvɛləpɚ/, geologist /d͡ʒiˈɑːlədʒɪst/, eminently /ˈɛmɪnəntli/, evangelist /ɪˈvænd͡ʒəlɪst/, manually /ˈmænj(u)əliː/

Laute, die Deutschsprachigen schwerfallen:

  • Stimmhafter Auslaut — /b/, /d/, /g/, /z/, /v/ am Wortende nicht verhärten: customize /ˈkʌs.tə.maɪ̯z/, evolve /ɪˈvɑlv/, grid /ɡɹɪd/
  • /æ/ — offener als „ä“: scan /skæn/, canyon /ˈkænjən/, evangelist /ɪˈvænd͡ʒəlɪst/, scanner /ˈskænə/, manually /ˈmænj(u)əliː/
  • /dʒ/ — stimmhaft, nicht „tsch“: geologist /d͡ʒiˈɑːlədʒɪst/, evangelist /ɪˈvænd͡ʒəlɪst/, generator /ˈdʒɛnəɹeɪtə(ɹ)/

So übst du mit diesem Video

  1. Höre dir das ganze Video einmal an, ohne zu sprechen, und notiere die Wörter, die du nicht kennst.
  2. Sprich Satz für Satz in normaler Geschwindigkeit nach und wiederhole jeden, bis dein Rhythmus zum Sprecher passt.
  3. Nimm dich auf und vergleiche mit dem Original; achte dabei auf Wörter wie texture, demo, developer.

Was ist die Shadowing-Technik?

Shadowing ist eine wissenschaftlich fundierte Sprachlerntechnik, die ursprünglich für die professionelle Dolmetscherausbildung entwickelt und durch den Polyglotten Dr. Alexander Arguelles populär gemacht wurde. Die Methode ist einfach aber wirkungsvoll: Du hörst englisches Audio von Muttersprachlern und wiederholst es sofort laut — wie ein Schatten, der dem Sprecher mit nur 1–2 Sekunden Verzögerung folgt. Anders als passives Hören oder Grammatikübungen zwingt Shadowing dein Gehirn und deine Mundmuskulatur, gleichzeitig echte Sprachmuster zu verarbeiten und zu reproduzieren. Studien zeigen, dass es Aussprachegenauigkeit, Intonation, Rhythmus, verbundene Sprache, Hörverständnis und Sprechflüssigkeit signifikant verbessert — was es zu einer der effektivsten Methoden für die IELTS Speaking-Vorbereitung und reale englische Kommunikation macht.

Shadowing-Technik: die vollständige Schritt-für-Schritt-Anleitung lesen →