シャドーイング練習: How video game rocks get made - 動画で英語スピーキングを学ぶ

レッスンを作成中...
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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.

このレッスンの語彙とスピーキングのポイント

このB2レベルのスピーキングレッスンは、動画「How video game rocks get made」を教材にしています。 繰り返し出てくる語は次のとおりです:scan, rock, Unreal, engine, Quixel。 この動画には、シャドーイング用の文が60文、単語が870語あります。 音声の長さは6:03です。 話す速さは1分あたり約144語で安定しており、シャドーイングしやすいペースです。 英語の頻出3,000語に含まれる単語は80%だけなので、語彙は難しめです。

この動画の重要語彙

動画の中で特に難しい単語15語を、発音と意味つきで紹介します。

単語発音意味
texture 名詞/ˈtɛkst͡ʃə(ɹ)/テクスチャ
demo 名詞/ˈdɛm.oʊ/デモ
geologist 名詞/d͡ʒiˈɑːlədʒɪst/地質学者
pixel 名詞/ˈpɪk.səl/ピクセル, 画素
canyon 名詞/ˈkænjən/峡谷
constraint 名詞/kənˈstɹeɪnt/束縛
customize 動詞/ˈkʌs.tə.maɪ̯z/カスタマイズする
evangelist 名詞/ɪˈvænd͡ʒəlɪst/福音の伝道者, 伝道者
excite 動詞/ɪkˈsaɪt/興奮させる
flywheel 名詞フライホイール, 弾み車
rainforest 名詞/ˈɹeɪn.fɔɹ.ɪst/雨林, 多雨林
tundra 名詞/ˈtʌndɹə/ツンドラ, 凍原
workflow 名詞/ˈwɝkfloʊ/ワークフロー
scanner 名詞/ˈskænə/スキャナー, スキャナ
moody 形容詞/ˈmuːdi/根暗

繰り返し練習したい文

動画に出てくる短く完結した文です。日常会話でそのまま使えます。

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

注意したい発音

話し手はI'm, they're, aren'tなど、短縮形や弱形を10回使っています。聞こえたとおりの短い形で発音しましょう。

  • 「sh」と「zh」の音: insertion /ɪnˈsɝʃən/, sheer /ʃɪɚ/, dimensional /daɪˈmɛn.ʃə.nəl/
  • 長い単語(アクセントの位置に注意): developer /dɪˈvɛləpɚ/, geologist /d͡ʒiˈɑːlədʒɪst/, eminently /ˈɛmɪnəntli/, evangelist /ɪˈvænd͡ʒəlɪst/, manually /ˈmænj(u)əliː/

日本語話者が苦手な音:

  • /v/ — /b/ にならないように、上の歯を下唇に当てる: developer /dɪˈvɛləpɚ/, evangelist /ɪˈvænd͡ʒəlɪst/, pavement /ˈpeɪvm(ə)nt/, evolve /ɪˈvɑlv/
  • /f/ — 「フ」ではなく、上の歯と下唇で出す: rainforest /ˈɹeɪn.fɔɹ.ɪst/, workflow /ˈwɝkfloʊ/, graphics /ˈɡɹæfɪks/
  • 子音の連続 — 間に母音を入れない: scan /skæn/, texture /ˈtɛkst͡ʃə(ɹ)/, geologist /d͡ʒiˈɑːlədʒɪst/, constraint /kənˈstɹeɪnt/, eminently /ˈɛmɪnəntli/

この動画での練習方法

  1. まず声を出さずに動画を最後まで聞き、知らない単語をメモします。
  2. 通常の速度で一文ずつシャドーイングし、話し手のリズムに合うまで繰り返します。
  3. 自分の声を録音して元の音声と比べます。texture, demo, geologistなどの単語に特に注意しましょう。

シャドーイングとは?英語上達に効果的な理由

シャドーイング(Shadowing)は、もともとプロの通訳者養成プログラムで開発された言語学習法で、多言語習得者として知られるDr. Alexander Arguelles によって広く普及されました。方法はシンプルですが非常に効果的:ネイティブスピーカーの英語を聞きながら、1〜2秒の遅延で声に出してすぐに繰り返す——まるで「影(shadow)」のように話者を追いかけます。文法ドリルや受動的なリスニングと異なり、シャドーイングは脳と口の筋肉が同時にリアルタイムで英語を処理・再現することを強制します。研究により、発音精度、抑揚、リズム、連音、リスニング力、そして会話の流暢さが大幅に向上することが確認されています。IELTSスピーキング対策や自然な英語コミュニケーションを目指す方に特におすすめです。

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