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Private beta

Your game’s story is scattered across five tools and a spreadsheet. Prosetta replaces all six.

One live workspace where your team writes, reviews, voices, translates, and playtests together, synced straight into your engine.

Animated diagram of the Prosetta pipeline. Narrative logic, dialogue, characters, design docs and team notes flow into Prosetta, which turns screenplays into voice recordings, validates code into compiled Ink, and carries a line database into the localization UI. The Engine Sync API backs it all up to the cloud over an encrypted connection and delivers live updates to Unreal Engine, Unity and any Ink runtime.

01Live collaboration

Write together. Actually together.

The script is always live, and it’s the hub for the whole team. See who’s working where, review and approve lines in comment threads right beside them, and never merge a file again.

A Firewatch script in the Prosetta editor with three people in it at once: ginger's caret and selection on a Delilah line, and Laurie's and britt's pointers further down, each labeled with their handle, plus a pinned comment from britt on line 12.

02Flow view and Ink Player

See every path. Then play it.

Flow draws every scene, choice, and branch live from the script, including the ones no player can reach. The Ink Player runs the real game logic and save data right beside the editor, while your team keeps writing.

A flow diagram of the About Boulder knot: one knot leading into a four-option choice, two of the options conditional, fanning out to four stitches that all converge on a gather.

03Voiceover

Voice your game as you write it. No waiting, no wiring.

Scratch vocals generate from custom voice models as lines are written. Real takes, recorded in Prosetta or imported from the studio, wire themselves to their lines, and your engine always plays the one you’ve selected.

Everything in voiceover
  • Scratch vocals generated automatically, with the latest custom voice models
  • Record takes straight into Prosetta
  • Every take kept in the cloud; swap the selected one and the engine follows
  • Recording scripts for actors, exported as PDF
  • Bulk import of studio audio, wired to lines automatically
  • Import checks that flag files with no matching line, or lines edited since recording
One Neo Cab line, Risa's “Don't call women ‘feisty,’” with three takes: a scratch take generated from Risa's voice model, a table read recorded in Prosetta, and the selected studio take, imported and wired automatically. Beside it, a studio import that matched 212 of 214 files on its own and flagged the other two, and a PDF recording script for Risa. Underneath, Unity and Unreal play the selected take.

04Localization

Translate the game, not a spreadsheet.

Translators work in the same live workspace the writers do, with the scene playable in their language, the character brief beside every line, and the writers a comment away.

Everything in localization
  • Translators work in the same editor the writers use
  • Play through the live game, with its real logic and data, in any language
  • Character briefs and story docs beside every line
  • Comment threads with the writers, right on the line
  • A lines table with fuzzy search and filters
  • Change tracking flags every translation a source edit affects
  • AI first drafts that translators review and refine
A translator's view of a Neo Cab line, Risa's “Don't call women ‘feisty.’” Risa's character brief and the line's translator note sit beside a resolved comment thread between the French translator and the writer. In the middle, the line's Translations card from Prosetta, with the line in French, German, Spanish, Russian, Chinese and more, and its UK and US English rows flagged Outdated after the English was edited. On the right, the ride playing live in French, with the cursor about to pick the middle of three choices.

05Line history

Rewrite late. Re-record only what changed.

Every edit shows who made it, when, and exactly which voice takes and translations it made stale. Late changes become a short list, not a guessing game.

Line history for a Firewatch line: created, character changed, tags changed, text edited, and locked, each with who and when. The text edit is expanded to show the before and after, the one VO take and four locales it invalidated, and a Restore line version button.

06Review and sign-off

“Is this line final?” Now everyone knows.

Each line moves from draft to approved to translated to recorded, with sign-off gates along the way. Status lives on the line, not in a spreadsheet someone forgot to update.

One Firewatch line traveling through the pipeline: a DRAFT card with the first wording, an APPROVED card locked by the producer, an IN_TRANSLATION card with French, German, and Japanese rows, and a FINALIZED card with the selected voice take. APPROVED and FINALIZED are marked as gates, and the full state order — DRAFT, IN_REVIEW, APPROVED, IN_TRANSLATION, TRANSLATION_REVIEW, FINALIZED, PUBLISHED — runs along the bottom.

07Roles

Bring in the whole team.

Translators, actors, QA, and engineers each get exactly the slice of the project their job needs, so everyone can contribute without touching what isn’t theirs.

A core team of producer, narrative lead, and developer in the center with full script access, ringed by a QA tester, a localization lead, a French translator, a Japanese translator, and a voice actor, each labeled by role and shown doing only their own task.

08Engine sync

No more export, import, repeat.

Your game pulls the story, voiceover, and translations straight from Prosetta into Unity or Unreal. Pin a build to a tagged release and only a script that compiled cleanly gets in.

The Prosetta tablet logo at the center of the Engine Sync API, connected to eight content types synced into Unity and Unreal: compiled Ink, lines and stable IDs, characters, scene triggers, voiceover, localization, native bindings, and volumes with release tags.

Thirty minutes. Bring your gnarliest pipeline problem.

Hi, I’m Phenry. Before creating Prosetta, I built Magpie, the dialogue, voiceover and localization tool behind Firewatch. On Neo Cab I was creative director and built the game’s Ink pipeline. At Netflix I worked on Branch Manager, its in-house tool for narrative games. Prosetta is the tool I always wished I’d had. We’re currently taking on Design Partners: medium to large, established game studios working on ambitious early-stage projects. Let’s see if Prosetta fits your team.