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Localization Summit Localization Summit

Localization Summit - PowerPoint Presentation

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Localization Summit - PPT Presentation

WELCOME to the inaugural Game Localization Summit GDC CoAdvisors of the Game Localization Summit and chairs of the IGDA Localization SIG Miguel Á BernalMerino Roehampton University SIG ViceChair ID: 341125

localization game local localization

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Slide1

Localization SummitSlide2

WELCOME

to the inauguralGame Localization Summit @ GDC

Co-Advisors of the Game Localization Summit and chairs of the

IGDA Localization SIG:

Miguel Á. Bernal-Merino

(Roehampton University), SIG Vice-Chair

Tom Edwards

(Englobe Inc.), SIG ChairSlide3

Our Great Thanks to…

Jennifer Steele and Think ServicesENLASOIGDA Localizaton SIG Steering CommitteeAll our speakers and panelistsAnd YOU…for attending this Summit!Slide4

Your Feedback Matters!

What did you really like?What can be improved?What topics would you like to see in a future Loc Summit?We Need Your Input!PLEASE fill out the feedback forms!Annual SIG Meeting: Another chance to provide direct feedback (Thursday, 4-6:30pm)Slide5

The Game Industry’s Future is

GlobalPricewaterhouseCooper’s projections for 2007-2011 indicate a global gaming market worth $48.9B by 2011 (up from $37.5B in 2007).

U.S. sales will lag behind the world during the next 5 years, averaging 6.7% annual growth while Asia and EMEA will average 10% or more.

For example: through 2012, India and China are projected to be the fastest-growing game markets, within Asia the fastest-growing region.Slide6

On a company-to-company basis, estimates for loc-generated revenue vary from ~33% to 70% of total revenue.

For some companies, % of company revenue from loc increased over 25% in just 1 year.Bottom line: Localization is absolutely vital to the growth and expansion of the game industry.This Summit is about starting a dialogue with and within the game industry around the role of localization.

Loc Revenue is

SignificantSlide7

What is Localization?

Members of the IGDA Localization SIG Steering Committee:Miguel Á. Bernal-Merino (Roehampton Univ.)Heather Chandler (Media Sunshine Inc.)

Tom Edwards

,

SIG Chair (Englobe Inc.)

Richard Honeywood

(Blizzard Ent.)

Fabio Minazzi (Binari Sonori Srl)Slide8

What is Localization…for Developers?

Additional SKUs of the game need to be planned for

Sim

ship impacts schedule and approval process

Designing with international audience in mindSlide9

What is Localization…for Developers?

A reliable localization pipeline

Localization friendly code

Localization part of core development

Linguistic and Functional testingSlide10

What is Localization…for Developers?

Working with localization vendors

Providing all necessary context and documents to vendor

Plan for vendor needs in development schedule

Open lines of communicationSlide11

What is Localization…for Loc Vendors?

Service levelRange of language and contents

Provide staff and service continuity

Standardized approach/flexible processes

Local content production and quality control

Pipeline with developer/publisherSlide12

What is Localization…for Loc Vendors?

Logistics of people, knowledge and contents

Building and managing international project teams (linguists, actors, studios)

Information gathering, deployment and flow inside the project teams

International assets management

N languages multiplierSlide13

What is Localization…for Loc Vendors?

User experience

Identify and focus on local user needs

Meet local media quality standards

(books, TV, movies, cartoons)Slide14

What is Localization…for Translators?

Textual consistency

Textual types

Small well-coordinated teams

Tailored tools

TM, terminology db

Internal / standard

WYSIWIG game loc. tools?

Data access

MM experience requires MM information

Staff

Relevant education and trainingSlide15

What is Localization…for Translators?

Time constraints (Synchrony)

Dubbing

Voice over

Subtitles

Letters and characters

Different alphabets and characters sets

Variation of ± 30 % of space required

Space constrains

UI, in-game text, manual, boxing

Linguistic variables

Gender, number, and form of addressSlide16

What is Localization…for Translators?

Time

Crammed testing schedules

Cumbersome reporting tools

Tailored tools

Easy-to-use, (semi-)automated tools

Streamlined bug tracking system

Allow for basic string-editing tool?

Staff

High temporary staff turnover

Big teams = Consistency suffers

Relevant education and training

Data accessSlide17

What is Localization…for Global Publishers?

Maintain Game Context

: A primary goal in game design should be to avoid disrupting the game’s context with culturally inconsistent content.

Geocultural Aspect

: A deeper level of content scrutiny ensures the game will remain in the target locale without potential political and/or cultural backlash.

Risk Assessment

: Performing a geocultural review is a risk assessment exercise, but also a great opportunity to discern locale-specific enhancements.Slide18

What is Localization…for Global Publishers?

Review Boards do not review for geocultural

issues!

The

following aspects are typically

not

considered by the ESRB, PEGI, CERO, and other game review boards:

Socio-historical scenarios, either global or localPolitical depictions/similarities (symbology, nationalism,

political figures, etc.)

Religious/Ethnic/Linguistic sensitivities (hate speech and some ethnic issues only)Sensitivity by content types (flags, maps, etc.)Slide19

What is Localization…for Global Publishers?

Culturalization…a step beyond Localization

Culturalization

is takes a

deeper look into a game’s content choices

and their

geocultural risk/opportunity in local markets.

Culturalization helps gamers potentially engage

the game’s content at a deeper, more meaningful level.

True culturalization only works when fully integrated with game development, starting with game design.Slide20

Localization is…

The organization, creation, and delivery of international versions of the game.

A coordinated international effort aimed at producing creative contents for a great local users' experience.

Translating all linguistic assets of a game in order to enable its full playability and fun value for foreign locales.

Game content that accounts for the diverse cultures of local end users to

enhance

game play, not detract from it. Slide21

Localization is more than mere translation

. A truly localized product should feel like it was made for the local region by people from that region, and not feel like a foreign product.Localization doesn’t mean that everything needs to be totally changed. There are plenty of books and movies written in one language about another cultures. A localized product should be able to compete with such truly local products.The end product should feel natural to the target audience

.

They

should not have to know about the original culture in order to enjoy

it.

Make

it more accessible to the local market, not just another translated product.

This can entail changes in the story, in the art assets, in the animations, in the level of difficulty, in the controls…all to make it more accessible to the local market than just a simply translated product.Localization is about being LOCALSlide22

Thank you!

Q&A Time