Shadowing Practice: How video game rocks get made - Learn English Speaking with 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.

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Pronunciación con IAEvalúa cada oración
Práctica de IPADomina cada sonido
VocabularioConstruye tu banco de palabras
Juego de vocabularioAprende mientras juegas

Vocabulario y notas de pronunciación para esta lección

Esta lección de conversación de nivel B2 se basa en el vídeo “How video game rocks get made”. Las palabras que más se repiten: scan, rock, Unreal, engine, Quixel. Este vídeo tiene 60 frases y 870 palabras para practicar shadowing. La parte hablada dura 6:03. El hablante mantiene un ritmo constante de unas 144 palabras por minuto, cómodo para el shadowing. Solo el 80 % de las palabras está entre las 3.000 más comunes del inglés, por lo que el vocabulario es exigente.

Vocabulario clave de este vídeo

Las 15 palabras más avanzadas del vídeo, con su pronunciación y significado:

PalabraPronunciaciónSignificado
scan verbo/skæn/escrutar
texture sustantivo/ˈtɛkst͡ʃə(ɹ)/textura
developer sustantivo/dɪˈvɛləpɚ/desarrollador
geologist sustantivo/d͡ʒiˈɑːlədʒɪst/geólogo, geóloga
pixel sustantivo/ˈpɪk.səl/píxel, pixel
canyon sustantivo/ˈkænjən/cañón, barranca
customize verbo/ˈkʌs.tə.maɪ̯z/entallar, customizar
eminently adverbio/ˈɛmɪnəntli/sumamente, eminentemente
excite verbo/ɪkˈsaɪt/emocionar
flywheel sustantivovolante, volante inercial
insertion sustantivo/ɪnˈsɝʃən/inserción
rainforest sustantivo/ˈɹeɪn.fɔɹ.ɪst/bosque tropical, bosque hidrofítico
sculpt verbo/skʌlpt/esculpir
treacherous adjetivo/ˈtɹɛt͡ʃəɹəs/traicionero, alevoso
tundra sustantivo/ˈtʌndɹə/tundra

Phrasal verbs que vas a escuchar

PalabraPronunciaciónSignificado
figure out verboaveriguar, captar
make up verbo/ˌmeɪk ˈʌp/reponer, suplir

Frases que vale la pena repetir

Frases cortas y completas del vídeo que puedes reutilizar en la conversación diaria:

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

Pronunciación a tener en cuenta

El hablante usa 10 contracciones y formas reducidas, como I'm, they're, aren't. Dilas en su forma corta, tal como las oyes.

  • Los sonidos de “sh” y “zh”: insertion /ɪnˈsɝʃən/, sheer /ʃɪɚ/, dimensional /daɪˈmɛn.ʃə.nəl/
  • Palabras largas — cuida el acento: developer /dɪˈvɛləpɚ/, geologist /d͡ʒiˈɑːlədʒɪst/, eminently /ˈɛmɪnəntli/, evangelist /ɪˈvænd͡ʒəlɪst/, manually /ˈmænj(u)əliː/

Sonidos difíciles para hispanohablantes:

  • s + consonante al inicio — sin añadir una “e” delante: scan /skæn/, sculpt /skʌlpt/, sketchy /ˈskɛt͡ʃi/, scanner /ˈskænə/, stitch /stɪt͡ʃ/
  • /v/ — no es /b/: los dientes tocan el labio inferior: developer /dɪˈvɛləpɚ/, evangelist /ɪˈvænd͡ʒəlɪst/, pavement /ˈpeɪvm(ə)nt/, evolve /ɪˈvɑlv/
  • /dʒ/ — no es la “y” ni la “ch”: geologist /d͡ʒiˈɑːlədʒɪst/, evangelist /ɪˈvænd͡ʒəlɪst/, generator /ˈdʒɛnəɹeɪtə(ɹ)/

Cómo practicar con este vídeo

  1. Escucha el vídeo entero una vez sin hablar y anota las palabras que no conoces.
  2. Haz shadowing frase por frase a velocidad normal, repitiendo cada una hasta que tu ritmo coincida con el del hablante.
  3. Grábate y compara con el original, prestando atención a palabras como scan, texture, developer.

¿Qué es la Técnica de Shadowing?

Shadowing es una técnica de aprendizaje de idiomas respaldada por la ciencia, desarrollada originalmente para la formación de intérpretes profesionales y popularizada por el políglota Dr. Alexander Arguelles. El método es simple pero poderoso: escuchas audio en inglés nativo y lo repites en voz alta de inmediato, como una sombra que sigue al hablante con solo 1-2 segundos de retraso. A diferencia de la escucha pasiva o los ejercicios de gramática, el shadowing obliga a tu cerebro y músculos de la boca a procesar y reproducir simultáneamente patrones de habla reales. Las investigaciones muestran que mejora significativamente la precisión de la pronunciación, la entonación, el ritmo, el habla conectada, la comprensión auditiva y la fluidez al hablar, convirtiéndola en una de las metodologías más efectivas para la preparación del IELTS Speaking y la comunicación en inglés en el mundo real.

Técnica de shadowing: lee la guía completa paso a paso →