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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
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Localizing Large RPGs • Ryan Warden • Localization Project Manager (Mass Effect Franchise), BioWare • Chris Christou • Lead Localization Tools Programmer, 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 • Localized ME2: • 2.7 million words • 140,000 lines of VO • 300+ days in studio, 350+ actors
Preparation • Compile a localization kit: • Pronunciation guide • IP Glossary • Translator Q&A documents • Character Bible
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
What needs localization? • Determined by major/minor string edits • Major edit – requires translation • Minor edit – does not require translation
Exports vs. Imports • Export: we send strings for translation • Imports: we receive translated strings and place them in the database
String history timeline • String does not require translation • String does require translation
Statistics • How much text requires translation & Re-translation?
Exports • Non-conversation strings • Too disparate to make sense; need to provide context • Group like strings together in “string types” • Export by string type
String Types • Achievements • Art placeables • Character names • 360 GUI • PC GUI • Credits • Error messages • Galaxy Map • Loading hints • Quest title, description
Conversation meta-data • Who’s speaking? • Who’s listening? • Are there any time restrictions for the lines?
Data medium • XML • Allows us to cleanly define associative data • Avoids proprietary file formats • Fast to create, fast to process • Facilitates cross-project apps
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
Types of validation checks • Non-critical • Warning-based • Blank/non-existent translations • Critical • Error-based • Multiple translations for a single uniquely-identified string
Loc VO recording • Same-day turnaround for loc recording scripts • EN reference audio provided with scripts • VO Scripts
Locking down content • When can content be considered locked? • When the game is on the shelf
Data compartmentalization • Create another release candidate • Separate main game from DLC • Create patch content • Etc .
Compartmentalize by module • Use different modules for data • Control read/write access for each module • Safely create different amounts of content
Localization testing • Try to front-load risk • Jenga model • Spell-check • Web reports • Out-of-game testing
Q&A • Questions? Comments? • Ryan Warden – ryanw@bioware.com • Chris Christou – christou@bioware.com