Transcript Slide 1
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 Localized ME2: 2.7 million words 140,000 lines of VO 300+ days in studio, 350+ actors Video game localization Export text Translate Import text Print scripts Record VO Test Ship game Sell game Beach Volleyball! Preparation Compile a localization kit: Pronunciation guide IP Glossary Translator Q&A documents Character Bible 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 Our localization cycle Export for translation Record VO (as necessary) Print VO scripts (as necessary) Translation Import translations What needs localization? Determined by major/minor string edits Major edit – requires translation Minor edit – does not require translation Standardized tools Exports vs. Imports Export: we send strings for translation Imports: we receive translated strings and place them in the database Our translation pipeline Modified pipeline: no intermediate management system String history timeline 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 Error messages Art placeables Galaxy Map Character names Loading hints 360 GUI Quest title, description PC GUI Credits Word Count Distribution 10% 10% 80% Conversation Journal Everything Else Conversation structure Conversation Previewer 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 uniquelyidentified 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 Same process, different projects Export text 90 k Translate words Import text Print scripts Record VO Test Ship game Sell game Beach Volleyball! 1 M words 450 k words Q&A Questions? Comments? Ryan Warden – [email protected] Chris Christou – [email protected]