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THERE IS SHOULD BE
A TOOL FOR THAT
Adolfo Gómez-Urda
Montijano
GAMES I’VE LOCALIZED
2005 - 2010
2010 - 2013
2013 -
HOW CAN LOCALIZATION CRASH YOUR GAME?
What will crash your game?
HOW CAN TOOLS AND A LOCALIZATION-
FRIENDLY PIPELINE POSITIVELY IMPACT THE
GAME (AND YOUR LIFE)?
Drastically reduce amount of localization bugs
Reduce chances of broken localization builds
Reduce translation and LQA costs (BAK 3x more content, only 2.3x $ more
than BAC, 5 years later!)
Reduce wasted resources
Reduce dependency from development team
Improve quality of localized builds
Reduce chances of compliance issues and MF bugs by first party
PROBLEM/CHALLENGE -> TOOL/FEATURE TABLE
PROBLEM/CHALLENGE TOOL/FEATURE
Hardcoded strings and text boxes too small Pseudo-Localization
Constants and variables in source text Constant Validator
Repetition in English Translation Consistency Check
Audio/Subtitle mismatches Audio Validator
Unsupported characters Font Validator
Different 1st-party formats for achievements
& trophies
Next Gen Achiever
CONSTANT VALIDATOR
CONSTANT
VALIDATION
• Sony terms: "DUALSHOCK®3", "DUALSHOCK®4", "PlayStation®3", "PlayStation®4", "PlayStation®App",
"PlayStation®Camera", "PlayStation®Eye", "PlayStation®Move", "PlayStation®Plus", "PlayStation®Store",
"PlayStation®TV", "PlayStation®Vita", "PlayStation™Network", "PS TV", "PS Vita", "PS3™", "PS4™", "PSN", "SIXAXIS™",
"Sony Entertainment Network"
• Microsoft terms: "Kinect", "Smart Match", "Xbox", "Xbox Live", "Xbox Live Gold", "Xbox One", "Xbox SmartGlass"
• Miscellanea: "[*]", "{*}", "<*>", "%s", "%ls", "%i", "%d", "%hs", "%%", WBPlay
• Numbers
TRANSLATION
CONSISTENCY
CHECK
4600 translation
inconsistencies
(around 460 per
language in a 11500
string database)
INTERNATIONALIZATION PASS
• Should be performed on pseudo-localized builds (a couple months before Loc
QA)
• General idea of the localizability of the game before actual localization starts
• Font and encoding conversion issues
• Hardcoded strings
• Real estate UI issues
• Number format issues
• Date/Time format issues
• Non-localized art
• Establish punctuation guidelines for English and other languages before
translation starts:
 Curly VS. straight apostrophes and quotation marks
 Long dashes VS. short dash
 1 VS. 2 spaces after periods
PSEUDO-LOCALIZATION
• 30-100% length increase to catch real estate UI
issues
• Prefix made up of language-specific characters to
catch font and encoding conversion issues
• Can flag hardcoded strings early in development
Real Estate UI Issues
Font glyph issues
Hardcoded string
FONT VALIDATION
Develop a tool to analyze all the game
fonts
 Small alphabet languages (European languages)
 Support ALL potentially necessary characters throughout the
project
 Large alphabet languages (Chinese, Japanese,
Korean, etc.)
 Support most common + used characters only and update
regularly
Always support these special characters:
 Ellipsis (… or Alt + 0133)
 Non-breaking space (Alt + 0160)
 Copyright (©), Trademark (™), and Registered (®)
symbols
FONT VIEWER
AUDIO VALIDATION
• Must also be performed in English
assets prior to localization
recordings to avoid re-recordings in
other languages
• Excellent task for localization testers
when builds are not stable enough or
to familiarize themselves with the
game
• Only possible way of listening and
validating all audio in the game
• Ensure localized audio files are
properly named
ACHIEVEMENT & TROPHY
LOCALIZATION
• Along with metadata updates, #1
source of copy/paste in video game
localization
• Merge all assets into one single Excel
file for translation:
 Sony *.trp
 Microsoft XDP *.xml export
 Steam *.vdf
• Ensure English texts match across all
platforms (they never do)
• Diff, diff, and diff again
• Encourage translators to be creative
when translating achievement names!
IDEAL
LOCALIZATION
PIPELINE
• Loc Mgmt Team: PM &
Engineer
• LQA: Loc QA testers and
lead
LOC-FRIENDLY STRING DATABASE
SOLUTION
• All parties (dev, Loc
PM, testers) work on
the same centralized
tool
• Provides string history
• Provides string status
per language
• Allows connection via
API
• Can export/import
to/from Excel
2016 2017Nov 2016 Mar May Jul Sep Nov
VO Export for Translation and Recording
1/12/2016
1st UI Export for Translation
2/1/2016
Start of LocQA
3/1/2016
Localized VO Integration
3/2/2016
1st Party
Submission
11/15/2016
1/5/2016 - 1/9/2016
English Audio Validation
1/5/2016 - 1/14/2016Font Analysis
12/1/2015 - 12/30/2015
Internationalization Pass
1/5/2016 - 1/14/2016English text proofreading
2/2/2016 - 11/15/2016Constant Validation
2/2/2016 - 11/15/2016Asian Font Texture Regeneration
3/6/2016 - 3/15/2016Localized VO Validation
11/3/2015 - 12/2/2015
Localization Process & Tools Setup
SUMMARY
• Font analysis
• Pseudo-localization and internationalization pass
• Constant validation (and translation consistency)
• Audio validation
• Achievement & trophy localization
• Efficient and localization-friendly pipeline and
string database solution
QUESTIONS? COMMENTS?

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TOOLS FOR LOCALIZATION SUCCESS

  • 1. THERE IS SHOULD BE A TOOL FOR THAT Adolfo Gómez-Urda Montijano
  • 2. GAMES I’VE LOCALIZED 2005 - 2010 2010 - 2013 2013 -
  • 3. HOW CAN LOCALIZATION CRASH YOUR GAME? What will crash your game?
  • 4. HOW CAN TOOLS AND A LOCALIZATION- FRIENDLY PIPELINE POSITIVELY IMPACT THE GAME (AND YOUR LIFE)? Drastically reduce amount of localization bugs Reduce chances of broken localization builds Reduce translation and LQA costs (BAK 3x more content, only 2.3x $ more than BAC, 5 years later!) Reduce wasted resources Reduce dependency from development team Improve quality of localized builds Reduce chances of compliance issues and MF bugs by first party
  • 5. PROBLEM/CHALLENGE -> TOOL/FEATURE TABLE PROBLEM/CHALLENGE TOOL/FEATURE Hardcoded strings and text boxes too small Pseudo-Localization Constants and variables in source text Constant Validator Repetition in English Translation Consistency Check Audio/Subtitle mismatches Audio Validator Unsupported characters Font Validator Different 1st-party formats for achievements & trophies Next Gen Achiever
  • 7. CONSTANT VALIDATION • Sony terms: "DUALSHOCK®3", "DUALSHOCK®4", "PlayStation®3", "PlayStation®4", "PlayStation®App", "PlayStation®Camera", "PlayStation®Eye", "PlayStation®Move", "PlayStation®Plus", "PlayStation®Store", "PlayStation®TV", "PlayStation®Vita", "PlayStation™Network", "PS TV", "PS Vita", "PS3™", "PS4™", "PSN", "SIXAXIS™", "Sony Entertainment Network" • Microsoft terms: "Kinect", "Smart Match", "Xbox", "Xbox Live", "Xbox Live Gold", "Xbox One", "Xbox SmartGlass" • Miscellanea: "[*]", "{*}", "<*>", "%s", "%ls", "%i", "%d", "%hs", "%%", WBPlay • Numbers
  • 8.
  • 9.
  • 11. INTERNATIONALIZATION PASS • Should be performed on pseudo-localized builds (a couple months before Loc QA) • General idea of the localizability of the game before actual localization starts • Font and encoding conversion issues • Hardcoded strings • Real estate UI issues • Number format issues • Date/Time format issues • Non-localized art • Establish punctuation guidelines for English and other languages before translation starts:  Curly VS. straight apostrophes and quotation marks  Long dashes VS. short dash  1 VS. 2 spaces after periods
  • 12. PSEUDO-LOCALIZATION • 30-100% length increase to catch real estate UI issues • Prefix made up of language-specific characters to catch font and encoding conversion issues • Can flag hardcoded strings early in development
  • 13. Real Estate UI Issues
  • 15. FONT VALIDATION Develop a tool to analyze all the game fonts  Small alphabet languages (European languages)  Support ALL potentially necessary characters throughout the project  Large alphabet languages (Chinese, Japanese, Korean, etc.)  Support most common + used characters only and update regularly Always support these special characters:  Ellipsis (… or Alt + 0133)  Non-breaking space (Alt + 0160)  Copyright (©), Trademark (™), and Registered (®) symbols
  • 16.
  • 18. AUDIO VALIDATION • Must also be performed in English assets prior to localization recordings to avoid re-recordings in other languages • Excellent task for localization testers when builds are not stable enough or to familiarize themselves with the game • Only possible way of listening and validating all audio in the game • Ensure localized audio files are properly named
  • 19.
  • 20. ACHIEVEMENT & TROPHY LOCALIZATION • Along with metadata updates, #1 source of copy/paste in video game localization • Merge all assets into one single Excel file for translation:  Sony *.trp  Microsoft XDP *.xml export  Steam *.vdf • Ensure English texts match across all platforms (they never do) • Diff, diff, and diff again • Encourage translators to be creative when translating achievement names!
  • 21.
  • 22. IDEAL LOCALIZATION PIPELINE • Loc Mgmt Team: PM & Engineer • LQA: Loc QA testers and lead
  • 23. LOC-FRIENDLY STRING DATABASE SOLUTION • All parties (dev, Loc PM, testers) work on the same centralized tool • Provides string history • Provides string status per language • Allows connection via API • Can export/import to/from Excel
  • 24. 2016 2017Nov 2016 Mar May Jul Sep Nov VO Export for Translation and Recording 1/12/2016 1st UI Export for Translation 2/1/2016 Start of LocQA 3/1/2016 Localized VO Integration 3/2/2016 1st Party Submission 11/15/2016 1/5/2016 - 1/9/2016 English Audio Validation 1/5/2016 - 1/14/2016Font Analysis 12/1/2015 - 12/30/2015 Internationalization Pass 1/5/2016 - 1/14/2016English text proofreading 2/2/2016 - 11/15/2016Constant Validation 2/2/2016 - 11/15/2016Asian Font Texture Regeneration 3/6/2016 - 3/15/2016Localized VO Validation 11/3/2015 - 12/2/2015 Localization Process & Tools Setup
  • 25. SUMMARY • Font analysis • Pseudo-localization and internationalization pass • Constant validation (and translation consistency) • Audio validation • Achievement & trophy localization • Efficient and localization-friendly pipeline and string database solution