Localizing Large RPGs

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Localizing Large RPGs. Ryan Warden Localization Project Manager (Mass Effect Franchise), BioWare Chris Christou Lead Localization Tools Programmer , BioWare. BioWare. By the numbers. Mass Effect: 300,000 words 25,000 lines of VO Mass Effect 2: 450,000 words 30,000 lines of VO - PowerPoint PPT Presentation

Transcript of Localizing Large RPGs

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Localizing Large RPGs

Ryan Warden Localization Project Manager

(Mass Effect Franchise), BioWare

Chris Christou Lead Localization Tools Programmer, BioWare

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BioWare

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By the numbers Mass Effect:

300,000 words 25,000 lines of VO

Mass Effect 2: 450,000 words 30,000 lines of VO

Localized ME2: 2.7 million words 140,000 lines of VO 300+ days in studio, 350+ actors

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Video game localization

Export text

Translate

Import text

Print scripts

Record VO

Test

Ship game

Sell game

Beach Volleyball!

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Preparation

Compile a localization kit: Pronunciation guide IP Glossary Translator Q&A documents Character Bible

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Character Bible

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Text is ready for loc

Created huge, granular schedule This doesn’t work Too much churn during dev

What does work? Following EN VO recording

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Our localization cycle

Export for translation

Translation

Import translations

Print VO scripts (as necessary)

Record VO (as necessary)

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What needs localization?

Determined by major/minor string edits Major edit – requires translation Minor edit – does not require

translation

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Standardized tools

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Exports vs. Imports

Export: we send strings for translation

Imports: we receive translated strings and place them in the database

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Our translation pipeline

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Modified pipeline:no intermediate management system

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String history timeline

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String history timeline String does not require translation

String does require translation

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Statistics How much text requires translation

& Re-translation?

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Exports

Non-conversation strings• Too disparate to make sense; need to

provide context• Group like strings together in “string

types”• Export by string type

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String Types Achievements Art placeables Character names 360 GUI PC GUI Credits

Error messages Galaxy Map Loading hints Quest title,

description

80%10%

10%

Word Count Distribution

Conversation

Journal

Everything Else

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Conversation structure

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Conversation Previewer

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Conversation meta-data

Who’s speaking? Who’s listening? Are there any time restrictions for

the lines?

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Data medium

XML Allows us to cleanly define

associative data Avoids proprietary file formats Fast to create, fast to process Facilitates cross-project apps

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Imports

Use same XML structure as exported documents

XML is processed and validated Ensure that imported strings will not

break the game Automated checks to avoid bad data Can identify process gaps

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Types of validation checks Non-critical

Warning-based Blank/non-existent translations

Critical Error-based

Multiple translations for a single uniquely-identified string

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Loc VO recording

Same-day turnaround for loc recording scripts

EN reference audio provided with scripts

VO Scripts

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Locking down content

When can content be considered locked? When the game is on the shelf

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Data compartmentalization Create another release candidate Separate main game from DLC Create patch content Etc .

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Compartmentalize by module Use different modules for data Control read/write access for each

module Safely create different amounts of

content

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Localization testing

Try to front-load risk Jenga model Spell-check Web reports Out-of-game testing

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Export text

Translate

Import text

Print scripts

Record VO

Test

Ship game

Sell game

Beach Volleyball!

90 k words

Same process, different projects

1 M words

450 k words

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Q&A

Questions? Comments?

Ryan Warden – [email protected]

Chris Christou – [email protected]