Prototyping NPC dialogue on a zero budget
I keep watching indie game devs burn time and money on voice acting way too early in development. Here's what actually works when you're prototyping on a budget of zero.
Phase 1: Text-only playtesting
Start here. Seriously. Put your dialogue in text boxes and watch playtesters read it. You'll cut 30% of your lines before anyone speaks a word. Written dialogue that reads well often sounds terrible spoken aloud, and vice versa. Test the script before you voice it.
Phase 2: Record yourself
Your phone mic is fine. You're not shipping this.
You hear pacing problems immediately
You find lines that are too long for gameplay flow
It costs nothing
You can iterate in minutes, not days
Don't worry about sounding "good." Placeholder VO just needs to prove the dialogue works in context.
Phase 3: Free TTS for volume
When you have 50+ NPCs, recording yourself doesn't scale. Free TTS options:
System TTS (macOS/Windows built-in): robotic but instant
Open-source models: better quality, some setup required
Free tiers of commercial tools: limited daily generations, but enough for prototyping
Use different voices for different NPCs. Even if the quality is rough, it helps playtesters distinguish characters.
When to invest in real voices:
After dialogue is locked (no more rewrites)
After you've confirmed the game loop works with placeholder audio
When you're 3-6 months from release
When you have budget for at least 2-3 rounds of revisions with actors
The biggest mistake: hiring voice actors during pre-alpha, then rewriting half the dialogue and paying for re-records.
What's your prototyping workflow for NPC dialogue?
Text-only, self-recorded, TTS, or something else?



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