Pinch Me Games - Libretto – Dialogue Editor & Cutscene Sequence Generator

Write branching dialogue, stage it as fully procedural cutscenes, and test it live in-game — all without leaving the Unreal editor.

Libretto is a dialogue authoring and cutscene tool for Unreal Engine 5, designed to help developers write, structure, stage and test in-game conversations.

Libretto combines two main tools:

  • Dialogue Editor — Create dialogues as a structured tree of text, with branching sub-dialogues and logical conditions.

  • Sequence Generator — Define how conversations are staged, including voicing, lipsync, animation for speakers and listeners, character positioning and other staging parameters.

The two tools work together to take a dialogue from its written structure to its in-game presentation.

 

🎯 Perfect For

Libretto is designed for Narrative Designers, Game Writers, Quest Designers, Technical Narrative Designers, Cinematic Designers, and Game Designers working on dialogue-driven games and branching narratives. It is also suited to indie developers and small teams looking for an integrated workflow to author, stage and test in-game conversations.

 

🎭 Dialogue Editor

The Dialogue Editor lets you structure conversations as a tree of dialogue lines and sub-dialogues.

You can:

  • Create and organize dialogue lines

  • Split conversations into sub-dialogues

  • Define branching paths

  • Link dialogue sections using logical conditions

  • Define the conditions required to reach each part of a conversation

  • Edit and navigate large dialogue structures from a single tool

Conditions can be checked directly during runtime, making it possible to test different dialogue paths and verify how the conversation behaves in-game.

 

🎬 Sequence Generator

The Sequence Generator lets you define how a dialogue is presented in the game and generates the sequencer asset you can use in-game.

Set up:

  • Speakers and listeners

  • Character positioning

  • Stage directions

  • Animations

  • Camera staging and automatic framing

  • Staging rules

  • Other parameters controlling the presentation of the conversation


Use the sequencer to build and refine the staging of your dialogue while keeping it connected to the underlying dialogue structure. Editor previews let you check character placement and camera framing right in the viewport, before generating anything.


 

⚡ Runtime

Libretto can be used directly at runtime to test your dialogues in-game. Dialogue conditions can be evaluated in real time, allowing you to test branching paths and verify that your dialogue logic behaves as intended.

 

🔊 Text-to-Speech

Libretto can be connected to text-to-speech tools to generate voice lines directly from your dialogue — perfect to quickly prototype voiced conversations or integrate generated voice content into your workflow. Even when TTS is not used for your final assets, Libretto tracks the origin of the audio and the integration status of each individual line, so you always know what is placeholder, what is final, and what still needs work.

The plugin already runs ElevenLabs and MSVoice integrations, and makes it easy for you to plug in another system of your choice.

 

🌍 Localization

Export your dialogue to .CSV for use in your localization workflow. This allows dialogue text to be easily transferred to external localization processes and brought back into your project. Libretto tracks the status of each line individually to ensure late retakes stay cheap — you only change what is needed.

 

🛠️ Unreal Engine Compatibility

  • Unreal Engine 5.8.1 or newer

  • English and French interface and support

  • ElevenLabs compatible

  • WWISE compatible

  • Windows only

 

📚 Documentation & Support

Full documentation is available at: https://pinchmegames.com/Doc/Libretto/

Support is available in English and French on the Discord: https://discord.gg/SmGkTw2aED

 

Key Features

  • Dialogue Editor

  • Structured dialogue trees

  • Branching dialogues

  • Conditional dialogue logic

  • Sub-dialogues for handcrafted cinematics

  • Sequence Generator

  • Character staging for first-person, third-person, top-down, side-scrolling etc.

  • Stage directions

  • Camera staging & automatic framing

  • Animation support

  • Editor previews (staging & cameras)

  • Runtime dialogue testing

  • Real-time condition evaluation

  • Localization tracking (per-line status)

  • Export your dialogue into Final Draft, .PDF, .CSV,  etc.

  • Text-to-speech integration

  • ElevenLabs compatibility

  • MSVoice compatibility

  • WWISE compatibility

📚 Required engine plugins (enabled automatically by Libretto): DataValidation, EditorScriptingUtilities, GameplayTagsEditor, LevelSequenceEditor, MovieRenderPipeline, EnhancedInput.

 

💬 Testimonials

“I've been using Libretto for years at Big Bad Wolf studio, and I missed it SEVERELY as I pursued my career in other companies. It has grown into a very reliable and complete dialog editor, able to generate branching dialogues with a fully procedural cinematic look in a couple of clicks, while also making data tracking directly in engine much easier. Simple enough to be used with no technical background, and deep enough to customize it the way you want. If you're reading this, it sadly means Epic did not make it Unreal's default dialog system. And if your project doesn't have one yet, I think you've just found one of the best out there.”

  • Eliot HIPEAU / Senior Level Designer at Stormind Games