Title: GDC 2005
1(No Transcript)
2Rethinking 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
3Agenda
- Introduction
- Localization as Core Game Development
- Translation and Translators
- Localizing Game Audio
- Content Culturalization Geocultural Issues
- Discussion/QA
4The 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.
5Integrating 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.
6Localization as Core Game Development
- Heather Chandler
- Executive Producer
- Media Sunshine Inc.
- heather_at_mediasunshine.com
7Current 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
8Sample 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
9Estimated 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)
10Estimated 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
11Desired 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
12Keys to Localization
- Technical
- Localization-friendly code
- Automation
- Process
- Scheduling
- Asset management
- Testing
- Content
- Political Cultural sensitivity
- Assume global audience
- Ratings boards
13Translation Translators
- Miguel Bernal
- Lecturer in Media Translation
- Roehampton University London
- m.bernal_at_roehampton.ac.uk
14Translation (1/3)
- ?Data ?Tools ??Quality ??Time
15Translation (2/3)
- Creativity? Yes. Context Co-text
16Translation (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
17Translators 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.
18Localizing Game Audio
- Fabio Minazzi
- Localization Manager
- Binari Sonori Srl
- fabio.minazzi_at_binarisonori.com
19Contents 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
20The audio localization process
SCRIPT
Localization script affects all phases, all loc
team
21The 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
22Information 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
23Managing 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?
24Impact 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
25Conclusions 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
26Content Culturalization Geocultural Issues
- Tom Edwards
- Principal Consultant
- Englobe Inc.
- tomedw_at_englobe.com
27Why 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.
28Why 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).
29Learn 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
30Concluding 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).
31Thank 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
32Bibliography Recommended Reading
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