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
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Mass Effect:
300,000 words
 25,000 lines of VO
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
Mass Effect 2:
450,000 words
 30,000 lines of VO
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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!
Preparation
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Compile a localization kit:
Pronunciation guide
 IP Glossary
 Translator Q&A documents
 Character Bible
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Character Bible
Text is ready for loc
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Created huge, granular schedule
This doesn’t work
 Too much churn during dev
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What does work?
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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?
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Determined by major/minor string
edits
Major edit – requires translation
 Minor edit – does not require
translation
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Standardized tools
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
Modified pipeline:
no intermediate
management system
String history timeline
String history timeline
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String does not require translation
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String does require translation
Statistics
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How much text requires translation
& Re-translation?
Exports
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Non-conversation strings
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•
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Too disparate to make sense; need to
provide context
Group like strings together in “string
types”
Export by string type
String Types
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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?
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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
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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
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Non-critical
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Warning-based
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Blank/non-existent translations
Critical
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Error-based
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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
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Locking down content
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When can content be considered
locked?
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When the game is on the shelf
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
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Try to front-load risk
Jenga model
 Spell-check
 Web reports
 Out-of-game testing
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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
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Questions? Comments?

Ryan Warden –
[email protected]

Chris Christou –
[email protected]