跟读练习: How video game rocks get made - 通过视频学习英语口语
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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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本课的词汇与口语要点
这节 B2 级别的口语课以视频“How video game rocks get made”为素材。 视频中反复出现的词有:scan, rock, Unreal, engine, Quixel。 这段视频共有 60 个句子、870 个单词可供跟读。 讲话部分时长为 6:03。 说话人语速平稳,每分钟约 144 个词,很适合跟读。 只有 80% 的单词属于英语最常用的 3,000 词,词汇难度较高。
视频中的重点词汇
视频中最难的 15 个单词,附发音和释义:
| 单词 | 发音 | 释义 |
|---|---|---|
| texture 名词 | /ˈtɛkst͡ʃə(ɹ)/ | 質地 /质地, 材質 /材质 |
| demo 名词 | /ˈdɛm.oʊ/ | 示範 /示范 |
| geologist 名词 | /d͡ʒiˈɑːlədʒɪst/ | 地質學家 /地质学家, 地質學者 /地质学者 |
| pixel 名词 | /ˈpɪk.səl/ | 像素 |
| canyon 名词 | /ˈkænjən/ | 峽谷 /峡谷 |
| constraint 名词 | /kənˈstɹeɪnt/ | 約束 /约束 |
| customize 动词 | /ˈkʌs.tə.maɪ̯z/ | 定制, 定做 |
| evangelist 名词 | /ɪˈvænd͡ʒəlɪst/ | 福音傳道者 /福音传道者, 傳道者 /传道者 |
| excite 动词 | /ɪkˈsaɪt/ | 激動 /激动 |
| flywheel 名词 | 飛輪 /飞轮 | |
| rainforest 名词 | /ˈɹeɪn.fɔɹ.ɪst/ | 雨林 |
| tundra 名词 | /ˈtʌndɹə/ | 凍原 /冻原, 苔原 |
| workflow 名词 | /ˈwɝkfloʊ/ | 工作流 |
| scanner 名词 | /ˈskænə/ | 掃描器 /扫描器 |
| stitch 名词 | /stɪt͡ʃ/ | 缝针 |
视频中出现的短语动词
| 单词 | 发音 | 释义 |
|---|---|---|
| figure out 动词 | 弄清楚 | |
| make up 动词 | /ˌmeɪk ˈʌp/ | 組成 /组成 |
值得反复跟读的句子
视频中简短而完整的句子,可以直接用在日常对话里:
- Where actually were you when you were doing these scans?
- I guess it's a face?
- Do I look cool right now?
需要注意的发音
说话人用了 10 次缩略和弱读形式,例如 I'm, they're, aren't。请按听到的简短形式来说。
- “sh” 和 “zh” 音: insertion /ɪnˈsɝʃən/, sheer /ʃɪɚ/, dimensional /daɪˈmɛn.ʃə.nəl/
- 长单词——注意重音位置: developer /dɪˈvɛləpɚ/, geologist /d͡ʒiˈɑːlədʒɪst/, eminently /ˈɛmɪnəntli/, evangelist /ɪˈvænd͡ʒəlɪst/, manually /ˈmænj(u)əliː/
中文母语者容易读错的音:
- /v/ — 不要读成 /w/,上齿轻触下唇: developer /dɪˈvɛləpɚ/, evangelist /ɪˈvænd͡ʒəlɪst/, pavement /ˈpeɪvm(ə)nt/, evolve /ɪˈvɑlv/
- 词尾辅音 — 要读清楚,后面不要加元音: geologist /d͡ʒiˈɑːlədʒɪst/, constraint /kənˈstɹeɪnt/, customize /ˈkʌs.tə.maɪ̯z/, evangelist /ɪˈvænd͡ʒəlɪst/, excite /ɪkˈsaɪt/
- /æ/ — 嘴张大,不要读成 /e/: scan /skæn/, canyon /ˈkænjən/, evangelist /ɪˈvænd͡ʒəlɪst/, scanner /ˈskænə/, manually /ˈmænj(u)əliː/
如何用这段视频练习
- 先完整听一遍视频,不要开口,记下不认识的单词。
- 用正常速度逐句跟读,每句重复到你的节奏与说话人一致为止。
- 录下自己的声音并与原声对比,特别注意 texture, demo, geologist 这类单词。
什么是跟读法?
跟读法 (Shadowing) 是一种有科学依据的语言学习技巧,最初开发用于专业口译员的培训,并由多语言者Alexander Arguelles博士普及。这个方法简单而强大:您在听英语母语原声的同时立即大声重复——就像是一个延迟1-2秒紧跟说话者的影子。与被动听力或语法练习不同,跟读法强迫您的大脑和口腔肌肉同时处理并模仿真实的讲话模式。研究表明它能显着提高发音准确性,语调,节奏,连读,听力理解和口语流利度——使其成为雅思口语备考和真实英语交流最有效的方法之一。































