localization challenges of non-traditional content in games - declan groves (microsoft)

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Localization Challenges of Non-Traditional Content in Games Dr. Declan Groves GPE Linguistic Engineering Team Microsoft

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1. Xbox Game Localization Levels 2. Up to 200 projects in a typical year, across up to 7 platforms and up to 107 languages Subtitling, Voice Over, VUI, Video (and Packaging) WW Ratings Constantly releasing Schedule compression Scope changes in the midnight hour Art vs science creativity often wins Varying source formats from Studio to Studio Typical Project Stats (6 months production) 1.7M words 12 langs 140K words per lang 18K audio files 600+ actors (50+ per lang) 120 mins of recorded audio 3. Games represent unique content Unique concepts & complex terminology Noisy spoken content Multiple different content types Geopolitical & age rating issues race lobby electro house dynamic range controls heavy metal affliction asphalt artist leprosy-juice THROTTLE GRIP multiple beatdowns max out Acid Sprinkler Make It Rain! Melee slam blast 4. Games represent unique content Unique concepts & complex terminology Noisy spoken content Multiple different content types Geopolitical & age rating issues Translation performed out of context Translation starts often before a working build is complete Screenshots not always available Video is almost never available Translators rely heavily on reference material and SME race lobby electro house dynamic range controls heavy metal affliction asphalt artist leprosy-juice THROTTLE GRIP multiple beatdowns max out Acid Sprinkler Make It Rain! Melee slam blast 5. Audio is expensive! Native in-country actors Celebrity actors (& loc. Equivalents) Character bios and scripts provided Creative license causes changes Lip-Syncing Re-recording audio is even more expensive! Synchronization between script and as- recorded Changes to translation and/or audio via bug triage Test Audio Translation Other 6. Source Content Handoff (90% final content) [EN audio + scripts + UI] Check consistency between EN audio + scripts Split XML files for translation Translation Translation Review Export bilingual file for audio recording Audio Recoding of Localized Scripts Check consistency between Loc. Audio + scripts Review loc. scripts and WAV files Pickup session to resolve fixes/edits [audio and/or script] Final localized script exported as subtitle In Context Testing On Loc. Game Build Bug triage 7. Source Content Handoff (90% final content) [EN audio + scripts + UI] Check consistency between EN audio + scripts Split XML files for translation Translation Translation Review Export bilingual file for audio recording Audio Recoding of Localized Scripts Check consistency between Loc. Audio + scripts Review loc. scripts and WAV files Pickup session to resolve fixes/edits [audio and/or script] Final localized script exported as subtitle In Context Testing On Loc. Game Build Bug triage Automation Automation Automation & Manual Manual Manual 8. Combination of automated and manual quality checks Automated: Script consistency checks Translation consistency checks Terminology Validation Game build & functional tests Manual Translation review Audio / script review Test & Bug triage Follow up with our suppliers as part of the post-mortem process 9. Different quality benchmarks at different stages Business Intelligence & Quality KPIs Ultimately we need to define quality in terms of the experience for the user In-country reviews Customer reviews Customer feedback 10. Questions?