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GDC 2005

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Title: GDC 2005


1
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2
Rethinking Game Localization as Global Game
Development
Presented by Miguel Bernal, Roehampton
University Heather Chandler, Media Sunshine
Inc. Tom Edwards, Englobe Inc. Fabio Minazzi,
Binari Sonori Srl
A special panel session sponsored by
20 FEB. 2008, 1030-1130AM
3
Agenda
  • Introduction
  • Localization as Core Game Development
  • Translation and Translators
  • Localizing Game Audio
  • Content Culturalization Geocultural Issues
  • Discussion/QA

4
The Game Industrys Future is Global
  • PricewaterhouseCoopers projections for 2007-2011
    indicate a global gaming market worth 48.9B by
    2011 (up from 37.5B in 2007).
  • U.S. sales will lag behind the world during the
    next 5 years, averaging 6.7 annual growth while
    Asia and EMEA will average about 10.
  • Bottom Line Future of revenue growth requires
    increasing ones global exposure, which means
    implicitly localizing content as part of game
    development.

5
Integrating Localization is Critical
  • Many developers realize that localization is a
    no-brainer aspect of game distribution, and
    they regularly localize into FIGS (French,
    Italian, German Spanish), Japanese, Chinese and
    Korean.
  • Russian, Norwegian, Finnish, Danish, and Dutch
    are also becoming more popular.
  • Game revenue models always include global sales
    the idea of releasing a major title without
    localization is unheard of (unless a very small
    studio).
  • Old Model Produce for one market (North
    America), then localize it as much as possible.
  • New Model Produce for the global market and
    plan your content and localization strategy from
    Day 1.

6
Localization as Core Game Development
  • Heather Chandler
  • Executive Producer
  • Media Sunshine Inc.
  • heather_at_mediasunshine.com

7
Current State of Game Localization
Pre-Production Production
Post-Production Release
  • Localization is usually viewed as post-production
  • All the work is crammed in at the end
  • Limits the potential of localized titles
  • Makes simship a challenge

8
Sample Game
  • 30,000 words in-game text
  • 10,000 in-game words
  • 20,000 words of dialog
  • All dialog subtitled on screen
  • 30 art assets to localize
  • 2,000 lines of recording VO
  • 12 major characters (100 lines each)
  • 20 minor characters
  • 400 dubbed lines in cinematics
  • English to FIGS
  • Xbox 360, PS3, and PC platforms

9
Estimated Production Time
  • Translate 30,000 words
  • 20 days (single translator)
  • Casting 32 characters
  • 7 days (including time for approvals)
  • VO Recording for 2,000 lines/32 characters
  • 14 days (both recording and processing)
  • Asset Integration
  • 1 day (assumes no art assets to be integrated)

10
Estimated Production Time
  • Linguistic testing
  • 21 days (3 rounds testing/fixes)
  • Ratings Review
  • Takes 3-4 weeks to secure ratings
  • Need 100 content
  • Production of one language/platform 63 days
  • Production of one language/3 platforms 107 days
  • 107 days x 4 languages 428 person days
  • This assumes BEST case scenario

11
Desired State of Game Localization
Pre-Production Production
Post-Production Release
  • Localization Friendly Code
  • Determine Content Scope
  • Define distribution
  • Select vendors
  • Review content w/vendors
  • Content audit
  • Organize assets
  • Complete translation
  • Complete VO recording
  • Integrate assets
  • Develop testing plan
  • Cultural content review
  • Complete integration
  • Linguistic testing and fixes
  • Review tech requirements
  • Final content check, all issues identified
  • Final approval on localizations
  • Resolution of any remaining issues
  • End-to-end process
  • Starts in pre-production
  • Proactively plans for localizations
  • Plans for technical, process and content needs

12
Keys to Localization
  • Technical
  • Localization-friendly code
  • Automation
  • Process
  • Scheduling
  • Asset management
  • Testing
  • Content
  • Political Cultural sensitivity
  • Assume global audience
  • Ratings boards

13
Translation Translators
  • Miguel Bernal
  • Lecturer in Media Translation
  • Roehampton University London
  • m.bernal_at_roehampton.ac.uk

14
Translation (1/3)
  • ?Data ?Tools ??Quality ??Time

15
Translation (2/3)
  • Creativity? Yes. Context Co-text

16
Translation (3/3)
  • Natural Vs Artificial Languages
  • ???????? ?? ??
  • The warrior will not kill the dragon
  • El/La guerrero/a no matará al ael dragón/ a la
    dragona
  • Immersion and Variables
  • GH_ADJ GH_NOUN GH_VERB GH_VENUE
  • Great performance electrifies The Palace

17
Translators and testers
  • Trained in audiovisual translation.
  • Aptitude for creative and technical writing.
  • CAT trained.
  • Build in l10n toolkits compatible with CAT tools
    that
  • allow translators to correct text directly.

18
Localizing Game Audio
  • Fabio Minazzi
  • Localization Manager
  • Binari Sonori Srl
  • fabio.minazzi_at_binarisonori.com

19
Contents of presentation
  • Overview of the audio localization process
  • The central role of the script in the
    localization process

Global audio production chain
Country 1
In-country Audio Production Unit
Centralized
Development Team
Country 2
CoordinationIntl Pre-Production Intl
Post-Production QA
In-country Audio Production Unit
Audio Studio
Country n
In-country Audio Production Unit
20
The audio localization process
SCRIPT
Localization script affects all phases, all loc
team
21
The Localization script fundamentals
  • Localization script is not the Production script
  • Localization script must contain a minimal set
    of critical information for localization
  • Layout
  • One line one sentence by one character
  • Different information gt separate columns

22
Information to be extracted from the
Localization script
  • Cast text Amount of actors required
  • Type of dubbing text Amount of studio
    time
  • Scene text Organization of sessions
  • Number of files Amount of audio post time
  • Ref. to media files Completeness of assets

23
Managing script updates
  • Carefully track original studio changes
  • Handoff for loc consistent script and A/V assets

Scenario Original audio production 10 to 50
actors FIGS localizationgt 40 200 actors What
happens when script is updated?
24
Impact of script changes
the audio localization resets ?
  • Re-check A/V assets vs text
  • Re-count amounts
  • Re-evaluate effort
  • Re-prepare the rec script
  • Re-handoff to studio
  • Re-schedule actors

UPDATE
25
Conclusions on Audio Localization
  • The localization script is not only a tool for
    actors to speak, its a main production document
  • Creating and maintaining the localization script
    is a critical activity in global game development
  • Benefits of good script management
  • Save money
  • Save turnaround time
  • Speed-up decision making
  • Focus audio loc team on creative goals

26
Content Culturalization Geocultural Issues
  • Tom Edwards
  • Principal Consultant
  • Englobe Inc.
  • tomedw_at_englobe.com

27
Why Culturalize Game Content?
  • Culturalization is a step further beyond
    localization to take a deeper look into a games
    content choices and gauging their viability in a
    multicultural marketplace.
  • Culturalization helps gamers potentially engage
    the games content at a deeper, more meaningful
    level.
  • Primary Goal Protect the game developers (and
    industrys) image and revenue stream and allow
    local customers to simply enjoy a fun game.
  • Additional Goals
  • Minimize/Eliminate local market backlash events.
  • Build customer loyalty and trust in your content.
  • Expand revenue potential by increasing appeal
    across cultural boundaries.
  • Catch issues that are NOT covered by the ESRB,
    PEGI, CERO and other review agencies.
  • Review yourself, or else expect potential
    sanctions by government(s) including your own.

28
Why Culturalize Game Content? Because of
religious issues like in Kakuto Chojin in 2003
  • Audio containing chanted verses from the Islamic
    Quran was mistakenly included in the game.
  • The game reached international locales via the
    gray market.
  • Local governments and consumers vocally protested
    and criticized after discovering the content.
  • The game clearly crossed over a line of
    acceptability and required a global recall.
  • This event had strong parallels to other events
    (e.g., the Danish political cartoons of Mohammed
    in 2005).

29
Learn More about Geocultural Issues
  • Toms lecture entitled
  • Self-Censoring Potential Content Risks for
  • Global Audiences Why, How and When
  • Time Thursday, 1200-100pm
  • Place Room 2002, West Hall

30
Concluding Thoughts
  • Process, Translation, Audio and Geocultural
    Issues are just 4 aspects of a broader and more
    complex localization task.
  • As the game market becomes increasingly global,
    game design and development must likewise become
    global is order to succeed.
  • Get involved! Continue the conversation at the
    IGDA Localization SIG Meeting (tomorrow at 8am,
    Room 114, North Hall).

31
Thank you for attending!Questions or Comments?
Contact Information Miguel m.bernal_at_roehampton
.ac.uk Heather heather_at_mediasunshine.com Tom
tomedw_at_englobe.com Fabio fabio.minazzi_at_binaris
onori.com
32
Bibliography Recommended Reading
  • Bernal-Merino, M. 2006. On the Translation of
    Video Games. Jostrans, The Journal of
    Specialised Translation, Issue 6 22-36.
    www.jostrans.org/issue06/art_bernal.php
  • ------2007. Challenges in the translation of
    video games, Tradumàtica, issue 5. Universitat
    Autònoma de Barcelona online. www.fti.uab.es/trad
    umatica/revista/num5/articles/02/02art.htm
  • Bortoli, M Minazzi, F. 2006. Localizing
    media-rich interactive content, Multilingual,
    volume 17, issue 83 www.multilingual.com
  • Chandler, H. 2005. The Game Localization
    Handbook. Massachusetts Charles River Media.
  • DePalma, D. 2006. Quantifying the return on
    localization investement, in K. Dunne (ed.)
    Perspectives on Localization. Amsterdam/Philadelph
    ia John Benjamins.
  • Díaz-Montón, D. 2007. Its a funny game, The
    Linguist. Volume 46, number 3 6-9.
  • Di Marco, F. 2007. Cultural Localization
    Orientation and Disorientation in Japanese Video
    Games, Tradumàtica, issue 5, Universitat
    Autònoma de Barcelona online. www.fti.uab.es/trad
    umatica/revista/num5/articles/06/06art.htm
  • Edwards, T. 2007. Geocultural literacy, part 1,
    Multilingual, volume 18, issue 90 29-31.
    www.multilingual.com
  • -----2006. Navigating the Geocultural Edge of
    Game Content, Multilingual, volume 17, issue 80
    29-31. www.multilingual.com
  • Finegan, P. 2006. Games quality, localization
    and the world market, Multilingual, volume 17,
    issue 84 56-61.
  • Heimburg, E. Sept. 2003. Localizing MMORPGS.
    Gamasutra, online
  • www.gamasutra.com/resource_guide/20030916/heimburg
    _pfv.htm
  • Kehoe, B. Hickey, D. 2006. Games
    Localisation, Localisation Focus, March 2006,
    27-29.
  • Mangiron, C. OHagan, M. 2006. Game
    Localisation unleashing imagination with
    restricted translation. The Journal of
    Specialised Translation 6 10-21.
    www.jostrans.org/issue06/art_ohagan.php
  • Mandel, R. 2000. Unravelling the mysteries of
    game localization. Online www.avault.com/articles
    /getarticle.asp?namelocalpage1
  • Sioli, F., Minazzi, F. Ballista, A. 2007.
    Audio Localization for Language Service
    Providers, Getting Started Localization Guide,
    supplement to Multilingual, volume 18, issue 91
    18-23, online. www.multilingual.com/downloads/prin
    tSupp91.pdf
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