Step 1: Create the Database

Create a dialogue database and define performers.

Step 1 — Create the Database

Open the Dialogue Editor

From the O3DE Editor menu bar, go to GS Tools > Dialogue Editor. The editor opens with three page tabs at the top: Sequences, Performers, and System.

Create a New Database

  1. Go to File > New
  2. Choose a save location in your project’s assets folder (e.g., Assets/Dialogue/)
  3. Name the file (e.g., town_npcs.dialoguedatabase)
  4. The editor opens with an empty database

Define Performers

Switch to the Performers page by clicking the tab at the top.

Performers represent the characters who speak in your dialogues. Add one performer for each character:

  1. Click Add Performer
  2. Set the Name — this is the identifier you will reference in Text nodes (e.g., "Merchant", "Guard")
  3. Optionally configure:
    • Portrait — Reference to a UI image asset shown during dialogue
    • Voice — Audio configuration for this character’s voice

Add at least two performers for this tutorial (e.g., "Player" and "Merchant").

Create Your First Sequence

Switch back to the Sequences page.

  1. In the Sequence Sidebar (left dock), click Add
  2. Name the sequence (e.g., "MerchantGreeting")
  3. The sequence opens as a graph tab with a single Start node

Your database now has one empty sequence ready for authoring. Save the database with File > Save (Ctrl+S).

What You Have So Far

town_npcs.dialoguedatabase
├── Performers: Player, Merchant
└── Sequences: MerchantGreeting (empty)

Next: Author a Conversation