跟讀練習: How video game rocks get made - 通過影片學習英語口語
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60 句
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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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推薦影片
本課的詞彙與口語要點
這節 B2 級別的口語課以影片“How video game rocks get made”為素材。 影片中反覆出現的詞有:scan, rock, Unreal, engine, Quixel。 這段影片共有 60 個句子、870 個單詞可供跟讀。 講話部分時長為 6:03。 說話人語速平穩,每分鐘約 144 個詞,很適合跟讀。 只有 80% 的單詞屬於英語最常用的 3,000 詞,詞彙難度較高。
影片中的重點詞彙
影片中最難的 15 個單詞,附發音和釋義:
| 單詞 | 發音 | 釋義 |
|---|---|---|
| texture 名詞 | /ˈtɛkst͡ʃə(ɹ)/ | 質地 /質地, 材質 /材質 |
| demo 名詞 | /ˈdɛm.oʊ/ | 示範 /示範 |
| geologist 名詞 | /d͡ʒiˈɑːlədʒɪst/ | 地質學家 /地質學家, 地質學者 /地質學者 |
| pixel 名詞 | /ˈpɪk.səl/ | 畫素 |
| canyon 名詞 | /ˈkænjən/ | 峽谷 /峽谷 |
| constraint 名詞 | /kənˈstɹeɪnt/ | 約束 /約束 |
| customize 動詞 | /ˈkʌs.tə.maɪ̯z/ | 定製, 定做 |
| evangelist 名詞 | /ɪˈvænd͡ʒəlɪst/ | 福音傳道者 /福音傳道者, 傳道者 /傳道者 |
| excite 動詞 | /ɪkˈsaɪt/ | 激動 /激動 |
| flywheel 名詞 | 飛輪 /飛輪 | |
| rainforest 名詞 | /ˈɹeɪn.fɔɹ.ɪst/ | 雨林 |
| tundra 名詞 | /ˈtʌndɹə/ | 凍原 /凍原, 苔原 |
| workflow 名詞 | /ˈwɝkfloʊ/ | 工作流 |
| scanner 名詞 | /ˈskænə/ | 掃描器 /掃描器 |
| stitch 名詞 | /stɪt͡ʃ/ | 縫針 |
影片中出現的短語動詞
| 單詞 | 發音 | 釋義 |
|---|---|---|
| figure out 動詞 | 弄清楚 | |
| make up 動詞 | /ˌmeɪk ˈʌp/ | 組成 /組成 |
值得反覆跟讀的句子
影片中簡短而完整的句子,可以直接用在日常對話裡:
- Where actually were you when you were doing these scans?
- I guess it's a face?
- Do I look cool right now?
需要注意的發音
說話人用了 10 次縮略和弱讀形式,例如 I'm, they're, aren't。請按聽到的簡短形式來說。
- “sh” 和 “zh” 音: insertion /ɪnˈsɝʃən/, sheer /ʃɪɚ/, dimensional /daɪˈmɛn.ʃə.nəl/
- 長單詞——注意重音位置: developer /dɪˈvɛləpɚ/, geologist /d͡ʒiˈɑːlədʒɪst/, eminently /ˈɛmɪnəntli/, evangelist /ɪˈvænd͡ʒəlɪst/, manually /ˈmænj(u)əliː/
中文母語者容易讀錯的音:
- /v/ — 不要讀成 /w/,上齒輕觸下唇: developer /dɪˈvɛləpɚ/, evangelist /ɪˈvænd͡ʒəlɪst/, pavement /ˈpeɪvm(ə)nt/, evolve /ɪˈvɑlv/
- 詞尾子音 — 要讀清楚,後面不要加母音: geologist /d͡ʒiˈɑːlədʒɪst/, constraint /kənˈstɹeɪnt/, customize /ˈkʌs.tə.maɪ̯z/, evangelist /ɪˈvænd͡ʒəlɪst/, excite /ɪkˈsaɪt/
- /æ/ — 嘴張大,不要讀成 /e/: scan /skæn/, canyon /ˈkænjən/, evangelist /ɪˈvænd͡ʒəlɪst/, scanner /ˈskænə/, manually /ˈmænj(u)əliː/
如何用這段影片練習
- 先完整聽一遍影片,不要開口,記下不認識的單詞。
- 用正常速度逐句跟讀,每句重複到你的節奏與說話人一致為止。
- 錄下自己的聲音並與原聲對比,特別注意 texture, demo, geologist 這類單詞。
什麼是跟讀法?
跟讀法 (Shadowing) 是一種有科學依據的語言學習技巧,最初開發用於專業口譯員的培訓,並由多語言者Alexander Arguelles博士普及。這個方法簡單而強大:您在聽英語母語原聲的同時立即大聲重複——就像是一個延遲1-2秒緊跟說話者的影子。與被動聽力或語法練習不同,跟讀法強迫您的大腦和口腔肌肉同時處理並模模擬實的講話模式。研究表明它能顯著提高發音準確性,語調,節奏,連讀,聽力理解和口語流利度——使其成為雅思口語備考和真實英語交流最有效的方法之一。
































