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Best Practices in Localizing Large RPGs: Insights from BioWare's Mass Effect

This presentation, led by Ryan Warden and Chris Christou from BioWare, explores best practices in the localization of large RPGs, specifically the Mass Effect franchise. With millions of words and thousands of voice lines needing translation, the session details the creation of localization kits, managing translation cycles, and utilizing XML for efficient data management. Key topics include major and minor edits, automated checks, and the importance of context for translations. Attendees will gain insights into the localization process from project management to testing, ensuring smoother game releases.

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Best Practices in Localizing Large RPGs: Insights from BioWare's Mass Effect

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Presentation Transcript


  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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