Step 1: Create the Database
Create a dialogue database and define performers.
Categories:
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
- Go to File > New
- Choose a save location in your project’s assets folder (e.g.,
Assets/Dialogue/) - Name the file (e.g.,
town_npcs.dialoguedatabase) - 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:
- Click Add Performer
- Set the Name — this is the identifier you will reference in Text nodes (e.g.,
"Merchant","Guard") - 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.
- In the Sequence Sidebar (left dock), click Add
- Name the sequence (e.g.,
"MerchantGreeting") - 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