Prática de Shadowing: How video game rocks get made - Aprenda a falar inglês com vídeo

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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.

Vocabulário e dicas de fala para esta lição

Esta aula de conversação de nível B2 usa o vídeo “How video game rocks get made”. As palavras que mais se repetem: scan, rock, Unreal, engine, Quixel. Este vídeo tem 60 frases e 870 palavras para praticar shadowing. A fala dura 6:03. O falante mantém um ritmo estável de cerca de 144 palavras por minuto, confortável para o shadowing. Apenas 80% das palavras estão entre as 3.000 mais comuns do inglês, por isso o vocabulário é exigente.

Vocabulário principal deste vídeo

As 15 palavras mais avançadas do vídeo, com pronúncia e significado:

PalavraPronúnciaSignificado
scan verbo/skæn/varrer
demo substantivo/ˈdɛm.oʊ/demonstração
developer substantivo/dɪˈvɛləpɚ/desenvolvedor, desenvolvedora
geologist substantivo/d͡ʒiˈɑːlədʒɪst/geólogo
pixel substantivo/ˈpɪk.səl/pixel, píxel
canyon substantivo/ˈkænjən/canhão, desfiladeiro
constraint substantivo/kənˈstɹeɪnt/coação, compulsão
customize verbo/ˈkʌs.tə.maɪ̯z/personalizar, customizar
eminently advérbio/ˈɛmɪnəntli/eminentemente
excite verbo/ɪkˈsaɪt/animar, empolgar
flywheel substantivovolante
insertion substantivo/ɪnˈsɝʃən/inserção
rainforest substantivo/ˈɹeɪn.fɔɹ.ɪst/floresta tropical, floresta húmida
sculpt verbo/skʌlpt/esculpir
treacherous adjetivo/ˈtɹɛt͡ʃəɹəs/fementido, traiçoeiro

Phrasal verbs que você vai ouvir

PalavraPronúnciaSignificado
figure out verbodescobrir, deduzir
make up verbo/ˌmeɪk ˈʌp/compensar

Frases que vale a pena repetir

Frases curtas e completas do vídeo que você pode usar na conversa do dia a dia:

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

Pronúncia para ficar de olho

O falante usa 10 contrações e formas reduzidas, como I'm, they're, aren't. Diga-as na forma curta, do jeito que você ouve.

  • Os sons de “sh” e “zh”: insertion /ɪnˈsɝʃən/, sheer /ʃɪɚ/, dimensional /daɪˈmɛn.ʃə.nəl/
  • Palavras longas — acerte a sílaba tônica: developer /dɪˈvɛləpɚ/, geologist /d͡ʒiˈɑːlədʒɪst/, eminently /ˈɛmɪnəntli/, evangelist /ɪˈvænd͡ʒəlɪst/, manually /ˈmænj(u)əliː/

Sons difíceis para falantes de português:

  • Consoante final — sem acrescentar um “i” depois: geologist /d͡ʒiˈɑːlədʒɪst/, constraint /kənˈstɹeɪnt/, evangelist /ɪˈvænd͡ʒəlɪst/, excite /ɪkˈsaɪt/, rainforest /ˈɹeɪn.fɔɹ.ɪst/
  • /l/ final — a língua toca o céu da boca, não vira “u”: pixel /ˈpɪk.səl/, dimensional /daɪˈmɛn.ʃə.nəl/
  • s + consoante no início — sem um “i” antes: scan /skæn/, sculpt /skʌlpt/, sketchy /ˈskɛt͡ʃi/, scanner /ˈskænə/, stitch /stɪt͡ʃ/

Como praticar com este vídeo

  1. Ouça o vídeo inteiro uma vez sem falar e anote as palavras que você não conhece.
  2. Faça shadowing frase por frase na velocidade normal, repetindo cada uma até o seu ritmo ficar igual ao do falante.
  3. Grave a sua voz e compare com o original, prestando atenção a palavras como scan, demo, developer.

O que é a Técnica de Shadowing?

Shadowing é uma técnica de aprendizado de idiomas com base científica, originalmente desenvolvida para o treinamento de intérpretes profissionais. O método é simples, mas poderoso: você ouve áudio em inglês nativo e repete imediatamente em voz alta — como uma sombra seguindo o falante com 1-2 segundos de atraso. Pesquisas mostram melhora significativa na precisão da pronúncia, entonação, ritmo, sons conectados, compreensão auditiva e fluência na fala.

Técnica de shadowing: leia o guia completo passo a passo →