Determining Costs to Localize


Before you localize, make sure it is financially viable to do so, in terms of time and money. Start by figuring out how many assets need to be localized, how much the translations will cost, and how much development time will be needed. Once you have this information, you can work with sales and marketing to determine if the sales numbers point to a financially viable localization. Traditionally, French, German, Spanish, and Italian are the main European localizations that U.S. game companies create.

Licensing deals are sometimes made to create localizations for other countries such as Brazil, Japan, and Korea. In the case of a licensing deal, a localization kit is delivered to the licensees and they handle all the translation, integration, and testing.

Staggered Release versus Simultaneous Release

Of course, each localized project will have a different schedule, but if localizations are planned for in advance and run according to schedule, you can expect to spend no more then two to three months localizing a game. Some developers prefer to wait until the U.S. version is completely finished before beginning work on localized builds. The advantages to this include:

  • Code is final. If you have already planned for the technical necessities needed for localizations, the code base probably will not change. Therefore, most of the team can be off-loaded to work on other projects. You will only need two to three core people to integrate the assets and create builds. The other advantage is that the QA department will not find as many code-related bugs.

  • U.S. assets are final. If the U.S. assets are final, tracking localized assets will be much easier. You will not need to constantly update the translators with any text or voice-over changes, greatly simplifying the asset tracking, translation, and integration process.

The disadvantage to working on localized versions after the U.S. version is finished is not having a simultaneous worldwide release of the game. Therefore, people who don't live in the U.S. will have to wait two to three months to play the game. In addition, this lag time for international releases gives software pirates more time to get illegal copies of the game into international channels.

Ideally, you want localized versions of the game released simultaneously with the U.S. version, or as close to that as you can get. This is very difficult to do, especially if no advanced planning has been done. The main obstacles to achieving simultaneous code release are not being able to work with final assets and not starting the asset integration process soon enough. You will need to work very closely with designers, artists, and engineers to finalize batches of assets that can be sent off for localization. Once assets have been sent off for translation, restrict access to the U.S. versions so that changes cannot be made without first notifying the person managing the localizations. Often, there are last-minute asset changes before the game code releases, and these changes need to be carried over into the localized assets.

The disadvantage of not working with final code means that the QA department will take longer to test since they will be finding a lot more bugs, and these bugs will be duplicated across all the versions. One last deterrent for trying to localize simultaneously with the U.S. version is the increase in manpower and workload. It is very difficult just getting the U.S. version completed on time, if you add localized versions on top of the U.S. version, your team will need to split their already limited time between the U.S. and localized versions.

Scheduling

Create a rough schedule of all the tasks needed to complete the localization. The duration of the tasks depends on how many assets need to be localized and tested. Table 4.5.1 illustrates an asset overview form that you can use to estimate the number of assets to be translated. Additionally, this form provides valuable information so the translators can determine the translation costs and know the format in which the assets need to be delivered.

Table 4.5.1: Asset Overview Form

click to expand

When planning your schedule make sure to include time estimates for these major areas:

  • Organizing assets for translations. Make sure that all of the assets are organized so that the text and context are very clear for all the translations you need. This includes such things as creating a glossary, adding time codes to the VO script, and creating a master sheet with all the in-game text.

  • Translations. Get estimates from the translator for how long it will take to have everything translated. If doing voice-over, you need to include time for translating the script, casting actors, recording the voice-over, adding special effects, and converting to the necessary audio format.

  • Integrating translated assets. Schedule time for things such as integrating text files, modifying art files, adding localized VO, and compiling the build.

  • Testing localized builds. This can be one of the most time-consuming aspects of localizations. You have to check all the translations in the game and make sure no bugs were introduced when the localized assets were added. You need to allow for several rounds of testing and bug fixing. The amount of testing time will depend on the size of the game and how much translated text needs to be checked.

Budgeting

Once you have a schedule, and an overview of the assets to be localized, you can get an idea of how much all of this is going to cost. The translator needs to provide translation costs and you need to figure out development and testing costs. Table 4.5.2 is a form to help you determine development and testing costs. You fill in the daily rate of the person doing the work and then multiply it by the amount of time he spends on the project. This is just an estimate and you should track the actual time you spent on the project to see how close you came to your original estimate. You can use this information to estimate future localizations.

Table 4.5.2: Estimate for Development Costs

Translating Resource Name

Task

Daily Rate

Est. Days

Cost

Engineer

Extract text for localization

$0.00

0

$0.00

Associate Producer

Organize assets for translation

$0.00

0

$0.00

Integrating Resource Name

Task

Daily Rate

Est. Days

Cost

Engineer

Asset integration, making builds for 4 languages

$0.00

0

$0.00

2D Artist

Update 2D art (if necessary)

$0.00

0

$0.00

3D Artist

Localize cinematics

$0.00

0

$0.00

Associate Producer

Assist with asset integration for 4 languages

$0.00

0

$0.00

Testing Resource Name

Task

Daily Rate

Est. Days

Cost

QC Manager

Burn final Gold Masters (4 languages)

$0.00

0

$0.00

System Admin

Set up localized machines (4 languages)

$0.00

0

$0.00

Lead QA Analyst

Organize all aspects of testing and write test plan

$0.00

0

$0.00

Tester (German)

Test game (2 rounds of testing, GM certification)

$0.00

0

$0.00

Tester (French)

Test game (2 rounds of testing, GM certification)

$0.00

0

$0.00

Tester (Italian)

Test game (2 rounds of testing, GM certification)

$0.00

0

$0.00

Tester (Spanish)

Test game (2 rounds of testing, GM certification)

$0.00

0

$0.00

Engineer

Fix bugs, make builds

$0.00

0

$0.00

Associate Producer

Fix bugs

$0.00

0

$0.00

Grand Total

0

$0.00

Localization Friendly Development

Sit down with the development team during pre-production to discuss ways they can make the game more localization friendly. This means creating assets that are easy to pull out for localization and easy to integrate after they have been translated. For example, keep the text in a separate layer for art assets. This way, you can easily modify the text without having to use an artist to recreate a localized version of the asset from scratch. The more streamlined you can make the localization process, the less time and resources you need to use.

Staffing

One person, usually the producer or associate producer, should be in charge of managing all aspects of the localization. This person is the main point of contact for all localization issues. If you have too many people involved, it is easy to lose track of things, which can add time and cost to the schedule. In addition, you need at least one engineer to help with integrating assets, creating builds, and debugging code. If there are many art assets to be localized, you need an artist part-time on the project as well. For testing, you will need testers to check both the linguistic and functional aspects of the game. Discuss your testing needs with the QA department and make sure there are enough testers available to get the project done on time.

Determining Which Files to Localize

Avoid hard-coding text into the program. Instead, all text should be easily accessible in a separate file that can be modified with a text editor. Make sure the development team is keeping all the assets that need to be localized in an accessible place in the game. Opening and searching dozens of source files for text strings to be replaced is very time-consuming and error-prone. One method of organizing assets to be localized is to create an English-specific directory that contains all the text and voice-over used in the game. Examples of files that contain language assets include:

  • Text and tool-tip files. For example, text that pops up when you mouse-over a button.

  • Images containing embedded text. For example, billboard signs.

  • Voice-over files. Text spoken by actors, as well as audio help files.

  • Embedded commands. For example, "Do you want to quit?"

  • Control messages. For example, "Please wait," or "Press any key."

  • Fonts. Make sure fonts support special characters and accents.

Technical Considerations

The engine needs to be able to handle both uppercase and lowercase versions of special linguistic characters, such as , , and . If you are localizing a title that uses an Asian font, the engine must be double-byte enabled and capable of using bidirectional and right-to-left text.

If allowing the player to use the keyboard for input, for example in typing in a multiplayer name, they need the use of accentuated characters. Double-check this functionality in the test process to make sure that using special characters will not crash the game.

In addition, determine how the keyboard commands will be mapped to the keyboard. If the keyboard commands are mapped by location (e.g., the far left key on the bottom row will reload a weapon), make sure this key functions the same way on all international keyboards. Moreover, the manual writer for each language will want to make a note of the exact key when writing the manual, since the name of the key will be different in each country. If the keyboard commands are mapped directly to the keys (e.g., ~ will switch the weapon the player is using), make sure that all versions of the keyboards have this key available. If not, you will have to pick a different key to map the command to for that language.

If you are working on a console game, you might need to make a PAL version of the game. Contact the console manufacturers to find out what requirements they have.

Game Layout on the CD

Plan for an increase in file size when working with localized assets, since most of them are at least 10 to 15% larger then their U.S. counterparts. Make sure there is enough room on the game CD to accommodate this size increase.

If there is enough room, you might decide to include several languages on one CD. If this is the case, you need to determine how users will get the appropriate language installed—will they have an on-screen option to select a language, or will language be auto-selected based on the users' OS?

Screen Real Estate and User Interfaces

Keep the text size increase in mind when designing user interfaces. Implement scrolling text boxes or scalable buttons to accommodate these increases. This will decrease the amount of overlapping and truncated text you have to fix in the testing phase. In addition, don't have too many buttons crowded onto the screen. When possible, use icons instead of words. For example, use an open door with an arrow pointing through as an exit symbol instead of the word "EXIT." If you did not plan ahead for these increases, you might find that you have to redesign the UI and screen layout for the localized versions. Jeff Matsushita, who has managed localization for Activision, offers these examples:

"For instance, Japanese text cannot be displayed in as small a font as European text. As such, if a very small font is used for the U.S. version, the Japanese version might require a layout change to accommodate the larger text size. Another consideration is the width of German text. German has some very long words that can easily overrun a text box and might either require a new screen layout or a retranslation—neither of which is cheap. At the design phase, the developer should avoid having screens that jam tons of text into small spaces, since the localized text might not fit into those spaces."

Other UI considerations need to be taken into account for console games, since consoles have a lower resolution than PCs. You want to avoid having a cluttered UI screen that will be hard to read when displayed on a TV. Regarding PAL conversions, Jeff states, "Since PAL formats have more lines vertically than NTSC, the screens might have to be laid out again in order to match the larger screen."

Organizing Assets for Translation

You can create a complete localization kit and send it to the translator, or you can send assets as they are finalized. In either case, you need to make sure everything is clear and well organized so the translator can work efficiently. If things are disorganized or the assets aren't finalized, you will spend a lot of time sending different versions of the assets back and forth to the translator. Doing this is a sure way to lose track of the current assets and create additional bugs in the game. Establish a naming convention early on so that you can quickly determine what each file contains and if it has been localized.

If you are going to send a localization kit, it should include:

  • Documentation. This includes a table of contents of what is included in the localization kit, design documents, technical guidelines, instructions on how to use the tools, voice-over casting notes, and any documents that will help the localization house reproduce the look and feel of your game.

  • Tools. If a special text editor is needed to open the text files or a special plug-in is required to open the graphics files, these tools must be included in the kit, along with instructions on how to use them.

  • Assets. Include all the text, audio, art, and cinematics that need to be localized. In some cases, like cinematics, you need to provide raw data that can be translated, since the files will need to be compiled before adding them to the game.

  • Source code. This is all the code and assets the localization house will need to create and compile a completely translated version of the game.

Organizing Documentation

Send game-specific documents to make the context of the game clear to the translators. Having these resources makes it much easier for the translator to translate within the correct context. You should send:

  • Copy of game. Provide an up-to-date version of the game. It is helpful to send a game even before you send assets to be localized. The translator can become familiar with the game and be better prepared to provide exact translations.

  • Design documents. Provide all the design documents so the translator knows exactly what features are included in the game and which areas need special attention from a localization standpoint. These documents can also clarify any questions the translator might have while playing through the game.

  • Cheats/walkthroughs. In order to check the translations quickly in the game, cheats and walkthroughs need to be provided so the translator can quickly jump to different levels, screens, characters, and so forth. They need access to all areas of the game that are going to be localized.

  • Voice-over casting notes. In order to maintain audio quality standards, provide detailed casting notes of the major and minor voice-overs in the game. The translators need information such as gender, voice pitch, character description, and how this character fits into the game. This makes is easier to direct the VO session so that the localized VO files maintain the same overall emotion and context as the English VO files.

  • Glossary. This is useful for describing common and technical terms specific to your game, such as mission names, character names, and slang phrases that appear in the game.

  • Technical overview. This includes detailed information on file delivery formats, video editing requirements, and any post-production or integration work required to create the localized assets. If integrating cinematics, the technical overview should also include information on any compression tools used.

Organizing Text Assets

Organizing the text assets for translation can be very easy or very hard, depending on how the text assets are laid out in the game. If all the text is located in a single text file, you can just drop the text to be translated into a spreadsheet, add notes about context, and send it to be translated. If the text is located in various files throughout the game, you need to track down all text that needs to be localized and organize it into a table that is easy for the translator to work with. Ideally, as seen in Table 4.5.3, this table should list the filename, context, and text to be translated. This can be modified based on your translator's needs.

Table 4.5.3: Spreadsheet for Text Translation

Text Filename

Context

Text to Be Translated

Translation

Prision.rsf

This appears in game when a player tries to access a locked door.

You cannot use this door; find a different path.

Prision.rsf

Appears in game when your team is in control of the enemy base.

You have captured the enemy base!

Organizing Art Assets

When creating art for your game, do not embed text in the images. Instead, layer the artwork so that the text is on a separate layer. If you cannot layer the text separately and have to embed it, save a version of the file without the text embedded to include in your localization kit. This will make is easier for the translators to modify the art assets.

When the art assets are ready to be translated, put the text to be translated in a spreadsheet similar to Table 4.5.3. The developer can then import the translated text into the text layer of the image, or the translator can do this if he or she has the technical expertise. If the translator does it, make sure he or she has the necessary software to modify the files, like Adobe Photoshop and any necessary or proprietary plug-ins. Additionally, a full font, with special linguistic characters, should be provided for any text that needs to be altered in an art asset.

Organizing Audio and Cinematic Assets

Organizing audio files is more involved since you have to cast actors and record in a studio. Additionally, you must be very clear about the format you need the localized files delivered in, since there are many technical variations of audio files. The delivery format should be included in the original asset overview (Table 4.5.1) and the technical overview that you gave to the translator.

Include casting notes so parts can be properly cast. Sometimes the tone of the selected voice actor does not go with the game and can pull the player out of the game. As seen in Table 4.5.4, you need to include the filename, name of the character, the context of the line, and the timing of the file if you want lip-syncing.

Table 4.5.4: Spreadsheet for Audio Translation

Audio Filename

Length

Character

Context

Text to Be Translated

Comments

Medic.wav

1.2 sec

Sammy

A teammate has been wounded and Sammy is calling for medical help.

We need a medic here, stat!

Time sync. Max length = 2 secs

Provide the original English audio files to the translator. This will ensure that the translators, director, and actors have a good reference for the voice-overs and that the localized files correspond to their English equivalents.

If voice-over files are overlaid with sound effects or music, keep these as separate files. Be sure to specify where the music and sound effects are needed. You will also need to maintain uncompressed versions of your cinematics so you can easily integrate the localized voice-over. This information should be detailed in the technical overview.

If the game has lip-syncing, you need to provide additional information such as the length of the voice-over in minutes and seconds. You might also need to provide a time-coded PAL Betacam tape (for live video action), or sections of AVI video playback to ensure accuracy with lip-syncing in the localized versions.

Additional Assets that Need to Be Localized

In addition to the actual in-game assets, there might also be other game-specific content that needs to be localized. Be sure to include these items in your budget and schedule. Examples include:

  • Manuals and box text

  • Screen shots for manual and box

  • Keyboard reference card

  • Customer support information

  • Readme file

  • End user licensing agreement

  • Installer




Secrets of the Game Business
Secrets of the Game Business (Game Development Series)
ISBN: 1584502827
EAN: 2147483647
Year: 2005
Pages: 275

flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net