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Global Game Development and Localization Strategies

Explore the integration of localization in core game development and how it impacts revenue growth in the global gaming market. Learn about the current state and desired future of game localization, with insights on translation, culturalization, and key processes involved.

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Global Game Development and Localization Strategies

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  1. Rethinking Game Localization as Global Game Development • Presented by: Miguel Bernal, Roehampton University • Heather Chandler, Media Sunshine Inc. • Tom Edwards, Englobe Inc. • Fabio Minazzi, BinariSonoriSrl A special panel session sponsored by: 20 FEB. 2008, 10:30-11:30AM

  2. Agenda • Introduction • Localization as Core Game Development • Translation and Translators • Localizing Game Audio • Content Culturalization & Geocultural Issues • Discussion/Q&A

  3. The Game Industry’s Future is Global • PricewaterhouseCooper’s 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 one’s global exposure, which means implicitly localizing content as part of game development.

  4. 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.

  5. Localization as Core Game Development Heather Chandler Executive Producer Media Sunshine Inc. heather@mediasunshine.com

  6. Preparation of Localization kits • Translation • Linguistic Play-Testing • Bug Reporting & Fixing • Cultural Content Review (if any) • More testing, fixing, reviewing! 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

  7. 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

  8. 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)

  9. 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

  10. 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

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

  12. Translation & Translators Miguel Bernal Lecturer in Media Translation Roehampton University London m.bernal@roehampton.ac.uk

  13. WYSIWYG localization tools Translation (1/3) • ↑Data ↑Tools = ↑↑Quality ↓↓Time

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

  15. Translation (3/3) • Natural Vs Artificial Languages: 戦士はドラゴンを殺さ ない The warriorwillnotkillthe dragon El/La guerrero/anomataráal[a+el]dragón/aladragona • Immersion and Variables: {GH_ADJ} {GH_NOUN} {GH_VERB} {GH_VENUE} Great performance electrifies The Palace

  16. ID Watermark Secure server 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.

  17. Localizing Game Audio Fabio Minazzi Localization Manager BinariSonoriSrl fabio.minazzi@binarisonori.com

  18. 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 CoordinationInt’l Pre-Production Int’l Post-Production QA In-country Audio Production Unit Audio Studio Country n In-country Audio Production Unit

  19. The audio localization process SCRIPT Localization script affects all phases, all loc team

  20. The Localization script: fundamentals • Localization script is not the Production script • Localization scriptmust contain a minimal set of critical information for localization Layout: • One line = one sentence by one character • Different information => separate columns

  21. 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

  22. Managing script updates • Carefully track original studio changes • Handoff for loc consistent script and A/Vassets Scenario Original audio production: 10 to 50 actors FIGS localization=> 40 – 200 actors What happens when script is updated?…

  23. 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

  24. Conclusions on Audio Localization • The localization script is not only a tool for actors to speak, it’s 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

  25. Content Culturalization & Geocultural Issues Tom Edwards Principal Consultant Englobe Inc. tomedw@englobe.com

  26. Why Culturalize Game Content? • Culturalization is a step further beyond localization to take a deeper look into a game’s content choices and gauging their viability in a multicultural marketplace. • Culturalization helps gamers potentially engage the game’s content at a deeper, more meaningful level. • Primary Goal: Protect the game developer’s (and industry’s) 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.

  27. Why Culturalize Game Content? Because of religious issues like in KakutoChojinin 2003 • Audio containing chanted verses from the Islamic Qur’an 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).

  28. Learn More about Geocultural Issues • Tom’s lecture entitled: “Self-Censoring Potential Content Risks for Global Audiences: Why, How and When” • Time: Thursday, 12:00-1:00pm • Place: Room 2002, West Hall

  29. 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).

  30. Thank you for attending!Questions or Comments? Contact Information: Miguel: m.bernal@roehampton.ac.uk Heather: heather@mediasunshine.com Tom: tomedw@englobe.com Fabio: fabio.minazzi@binarisonori.com

  31. 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/tradumatica/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/Philadelphia: John Benjamins. Díaz-Montón, D. 2007. “It’s 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/tradumatica/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. & O’Hagan, 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?name=local&page=1 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/printSupp91.pdf

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