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Ogdc 2007 David Lakritz

Aug 06, 2015

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Page 1: Ogdc 2007 David Lakritz
Page 2: Ogdc 2007 David Lakritz

Optimizing Your Localization Pipeline for a

Dynamic Universe

David Lakritz

President & CEO

Language Automation, Inc.

Page 3: Ogdc 2007 David Lakritz

Overview

• Definitions

• Analyzing the LP

• Optimizing the LP

• Localization in the world of MMOGs

• Conclusions

• Q & A

Page 4: Ogdc 2007 David Lakritz

Definitions

Page 5: Ogdc 2007 David Lakritz

Localization

“The process of adapting a game for a specific country”

• Conceptual

• Translation

• Text-based assets

Page 6: Ogdc 2007 David Lakritz

Pipeline

“A set of data processing elements connected in series, so that the output of one element is the input of the next one. ”

• H/W – S/W term

• Structured process

• Visual representation

Page 7: Ogdc 2007 David Lakritz

Simplified Localization Pipeline

OrganizeAssets

Translate Integrate Build/Test

Fix bugs

Page 8: Ogdc 2007 David Lakritz

Optimizing the Pipeline

Page 9: Ogdc 2007 David Lakritz

Why?

• Better quality

• Reduced schedule risk

• Lower cost

Enhances gaming experience

Page 10: Ogdc 2007 David Lakritz

How?

Analyze the pipeline to find bottlenecks

• Software engineering concepts

• Qualitative data

• “Weakest link in the chain”

Reduce / eliminate bottlenecks

Page 11: Ogdc 2007 David Lakritz

If it costs $10 to make a program change during development, it will probably cost $400

to do it after the system is in the field.

- R.S. Pressman (1992) Software Engineering: A Practitioner's Approach

Page 12: Ogdc 2007 David Lakritz

Once a piece of software makes it into the field, the cost of fixing an error can be 100 times as

high as it would have been during the development stage.

- Robert N. Charette (2005) Why Software Fails [IEEE Spectrum]

Page 13: Ogdc 2007 David Lakritz

It is about 40-100 times more expensive to fix problems in the maintenance phase of a

program than in the design phase.

- B.W. Boehm (1981) Software Engineering Economics

Page 14: Ogdc 2007 David Lakritz

0

2

4

6

8

10

12

14

Translation Integration LinguisticTesting

Post-Ship

$

$$$$

$$$$$$$$$$$

S/W Engineering Localization

Relative Cost of Fixing Relative Cost of Fixing Translation ErrorsTranslation Errors

Page 15: Ogdc 2007 David Lakritz

Qualitative Data

• Poor translations Retranslate cost up schedule slip

• Corrupted files during translation Delayed asset integration cost up schedule slip

• Poor communication Extensive rewriting cost up schedule slip

Page 16: Ogdc 2007 David Lakritz

“Weakest Link in the Chain”

OrganizeAssets

Translate Integrate Build/Test

Fix bugs

Lack of Control

Page 17: Ogdc 2007 David Lakritz

Bottlenecks

1. Translation Step

2. Interfaces to Translation Team

Page 18: Ogdc 2007 David Lakritz

1. Translation Step

Page 19: Ogdc 2007 David Lakritz

2. Interfaces to Translation Team

Page 20: Ogdc 2007 David Lakritz

Interfaces to Translation Team

• L10n vendor as part of process

• Not just afterthought

• Streamlined communication

• Start early

Page 21: Ogdc 2007 David Lakritz

Key Questions for Developers

• How to choose a l10n vendor?

• What kinds of information to communicate?

• What should the interfaces look like?

Page 22: Ogdc 2007 David Lakritz

Selecting a Vendor

• Process, Process, Process

• Tools

• Experience

Page 23: Ogdc 2007 David Lakritz

Selecting a Vendor (Process)

• Process vs. Event

• Well-developed workflow

• Management control & reporting

• Compatibility

Page 24: Ogdc 2007 David Lakritz

Selecting a Vendor (Tools)

• File handling

• QA tools

• Length checkers

• Terminology/glossary management

Page 25: Ogdc 2007 David Lakritz

What to Communicate?

> Concept diagrams> Gameplay flowcharts> Playable copy of the game, if possible> As much context as possible> Character descriptions> Glossary or dictionary of game items and

game elements

Page 26: Ogdc 2007 David Lakritz

What to Communicate?

• Timely updates• Status• Schedule changes

Think of vendor as part of the production team

Page 27: Ogdc 2007 David Lakritz

Interfaces

• Set clear expectations

• Single point of contact

• Avoid adding unnecessary layers

• Channel not filter

Page 28: Ogdc 2007 David Lakritz

MMOGs and the Localization Pipeline

Page 29: Ogdc 2007 David Lakritz

How are MMOGs different?

• Support for multiple concurrent languages

• Server-based, so unique opportunity to update the game while it’s being played Dynamic Content

• User-generated content

Page 30: Ogdc 2007 David Lakritz

Implications for the LP

• Need a process to handle content that rapidly changes

• Need to store the content efficiently

• Server can push new localized text out to the clients (like patching)

• Need a more streamlined workflow and interfaces

Page 31: Ogdc 2007 David Lakritz

Example MMOG Localization Architecture

Page 32: Ogdc 2007 David Lakritz

Handling dynamic content (1)

• Need highly optimized pipeline

• Automated tools a must

• Need good, streamlined interfaces for good communication with vendor

• Need to make the vendor part of your team

Page 33: Ogdc 2007 David Lakritz

Handling dynamic content (2)

• Move l10n closer to content authoring

• Need Content Management System to orchestrate the workflow

• Make l10n part of the development/creative process and not just an afterthought

Page 34: Ogdc 2007 David Lakritz

Conclusions

• Translation/localization is a process not an activity

• Tools can help automate/streamline the process

• Good communication on "both sides of the fence" is crucial

• Choose your localization vendor carefully• As content becomes more dynamic, think

Content Management and integrate the vendor closer to your production flow

Page 35: Ogdc 2007 David Lakritz

Questions?

Copy of presentation:http://www.lai.com/games.html

Contact:[email protected]