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Localizing Large RPGs

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

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  1. Localizing Large RPGs • Ryan Warden • Localization Project Manager (Mass Effect Franchise), BioWare • Chris Christou • Lead Localization Tools Programmer, BioWare

  2. BioWare

  3. 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

  4. Video game localization

  5. Preparation • Compile a localization kit: • Pronunciation guide • IP Glossary • Translator Q&A documents • Character Bible

  6. Character Bible

  7. 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

  8. Our localization cycle

  9. What needs localization? • Determined by major/minor string edits • Major edit – requires translation • Minor edit – does not require translation

  10. Standardized tools

  11. Exports vs. Imports • Export: we send strings for translation • Imports: we receive translated strings and place them in the database

  12. Our translation pipeline

  13. Modified pipeline:no intermediate management system

  14. String history timeline

  15. String history timeline • String does not require translation • String does require translation

  16. Statistics • How much text requires translation & Re-translation?

  17. Exports • Non-conversation strings • Too disparate to make sense; need to provide context • Group like strings together in “string types” • Export by string type

  18. String Types • Achievements • Art placeables • Character names • 360 GUI • PC GUI • Credits • Error messages • Galaxy Map • Loading hints • Quest title, description

  19. Conversation structure

  20. Conversation Previewer

  21. Conversation meta-data • Who’s speaking? • Who’s listening? • Are there any time restrictions for the lines?

  22. Data medium • XML • Allows us to cleanly define associative data • Avoids proprietary file formats • Fast to create, fast to process • Facilitates cross-project apps

  23. 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

  24. Types of validation checks • Non-critical • Warning-based • Blank/non-existent translations • Critical • Error-based • Multiple translations for a single uniquely-identified string

  25. Loc VO recording • Same-day turnaround for loc recording scripts • EN reference audio provided with scripts • VO Scripts

  26. Locking down content • When can content be considered locked? • When the game is on the shelf

  27. Data compartmentalization • Create another release candidate • Separate main game from DLC • Create patch content • Etc .

  28. Compartmentalize by module • Use different modules for data • Control read/write access for each module • Safely create different amounts of content

  29. Localization testing • Try to front-load risk • Jenga model • Spell-check • Web reports • Out-of-game testing

  30. Same process, different projects

  31. Q&A • Questions? Comments? • Ryan Warden – ryanw@bioware.com • Chris Christou – christou@bioware.com

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