Localizing games is an adventurous journey with different levels and difficulties. Since millions of gamers around the globe have high quality expectations on AAA video game titles, major publishers are striving to implement a flawless localization process. In this panel, Seb Ohsan Berthelsen (Square Enix), Charlotte Harris (Sega), and Abigail Goudjo (Ubisoft) discuss crucial aspects of the challenging nature of video game localization. Hosted by Marie Amigues (Altagram), the participants will talk about the advantages and disadvantages of their different localization methods, including decision-making on target languages, work allocation, quality assurance, and other important topics to make an immersive game experience possible for millions of players. To get an exclusive insight into the worlds of global players, take this unique opportunity and join the discussion.
Intended audience & prerequisites: Localization experts, developers, as well as everyone interested in the subject matter.
Session takeaway: Attendees will get a better understanding of the multiple approaches and solutions in connection with the localization of a AAA game.
1. EXPLORING AAA VIDEO GAME LOCALIZATION:
SEGA, UBISOFT AND SQUARE ENIX APPROACH
Paris, 31 of October 2014
2. Abigail Goudjo
Localization Project Manager
Ubisoft - Paris Studio
Abigail has been working in the video games industry for 9 years. She first joined an
independent studio called Kylotonn and discovered the localization work on Bet On Soldier
titles.
She joined Ubisoft in 2009 as localization project manager. After two years of handling several
localization projects from headquarters, she moved to the studio in Paris where she is taking
care of every title produced.
Games localized: Bet on Soldier Blood of Sahara, Tony Hawk's Proving Ground, Perry Rhodan,
Lea Passion, The Witcher : Enhanced Edition (German Localization), You're in the Movies,
Banjo-Kazooie: Nuts & Bolts (12 languages), Call of Juarez 2, The Settlers 7, Tom Clancy's Ghost
Recon: Future Soldiers, Rabbids Series, Just Dance Series.
Artistic Direction for French version: Tony Hawk's Proving Ground, Neverwinter Nights II:
Mask Of The Betrayer, Viva Pinata: Party Animals.
Languages covered: all languages.
Game Connection 2014 - Localization Panel AAA
3. Charlotte Harris
Head of Studio Localization & ESD
SEGA
Charlie started her career in games in the localization department at Activision moving to the
Product Development at SEGA Europe as a producer in 2008, managing all aspects of the PAL
release of SEGA’s US-developed titles.
She now heads up the Localization Studio which also takes on the responsibility for managing
Eastern European localization and the release of all SEGA titles (including European and
Japanese-developed titles) as well as the internal production team responsible for creating
and releasing ports of console titles on PC.
Games localized: Total War series, Mario & Sonic series, Company of Heroes 2.
Languages covered: all except Asian languages.
Game Connection 2014 - Localization Panel AAA
4. Operations Director
Square Enix
Seb Ohsan Berthelsen
Seb Ohsan Berthelsen started off in games localization as a part-time French tester on Vagrant
Story and Parasite Eve II for Square Europe in 2000. Since then he has worked in and around
localization, all for Square Enix.
He is currently Operations Director where he oversees, amongst other things, Square Enix’s
localization and loc QA for Western and Japanese-developed titles on a wide range of titles
from traditional console AAA and MMO to agile-developed games-as-services.
Games localized: Final Fantasy IX (tester), Final Fantasy XII (1st FF worked on as manager of the
London Team), Final Fantasy XIV A Realm Reborn (MMO), Dragon Quest VIII (1st self-publishing
title of Square Enix in PAL regions), THIEF (1st SEE studio title worked on), and Nosgoth (1st live
title).
Languages covered: all except Asian languages.
Game Connection 2014 - Localization Panel AAA
5. Key points
Timeframe
Languages (markets/sim ship/type of games)
Budget Anticipation
Game Connection 2014 - Localization Panel AAA
When do you generally receive the information of a project to localized? TimeframeHow do you make the decisions of the languages to ship? Languages
All languages sim ship
Is there some type of games with different languages than others? Type of games vs. languages
Budget anticipation? How do you perform this? Budget anticipation
Platforms