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]