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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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Localizing Large RPGs • Ryan Warden • Localization Project Manager (Mass Effect Franchise), BioWare • Chris Christou • Lead Localization Tools Programmer, 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
Preparation • Compile a localization kit: • Pronunciation guide • IP Glossary • Translator Q&A documents • 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
What needs localization? • Determined by major/minor string edits • Major edit – requires translation • Minor edit – does not require translation
Exports vs. Imports • Export: we send strings for translation • Imports: we receive translated strings and place them in the database
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 • Art placeables • Character names • 360 GUI • PC GUI • Credits • Error messages • Galaxy Map • Loading hints • Quest title, description
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 uniquely-identified 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
Q&A • Questions? Comments? • Ryan Warden – ryanw@bioware.com • Chris Christou – christou@bioware.com