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Optimizing Your Localization Pipeline for a Dynamic Universe David Lakritz President & CEO Language Automation, Inc.

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Presentation on theme: "Optimizing Your Localization Pipeline for a Dynamic Universe David Lakritz President & CEO Language Automation, Inc."— Presentation transcript:

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2 Optimizing Your Localization Pipeline for a Dynamic Universe David Lakritz President & CEO Language Automation, Inc.

3 Overview Definitions Analyzing the LP Optimizing the LP Localization in the world of MMOGs Conclusions Q & A

4 Definitions

5 Localization “The process of adapting a game for a specific country” Conceptual Translation Text-based assets

6 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

7 Simplified Localization Pipeline Organize Assets TranslateIntegrateBuild/Test Fix bugs

8 Optimizing the Pipeline

9 Why? Better quality Reduced schedule risk Lower cost  Enhances gaming experience

10 How? Analyze the pipeline to find bottlenecks Software engineering concepts Qualitative data “Weakest link in the chain”  Reduce / eliminate bottlenecks

11 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

12 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]

13 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

14 $ $$$$ $$$$$$$$$$$ S/W Engineering  Localization Relative Cost of Fixing Translation Errors

15 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

16 “Weakest Link in the Chain” Organize Assets Translate IntegrateBuild/Test Fix bugs  Lack of Control

17 Bottlenecks 1.Translation Step 2.Interfaces to Translation Team

18 1. Translation Step

19 2. Interfaces to Translation Team

20 Interfaces to Translation Team L10n vendor as part of process Not just afterthought Streamlined communication Start early

21 Key Questions for Developers How to choose a l10n vendor? What kinds of information to communicate? What should the interfaces look like?

22 Selecting a Vendor Process, Process, Process Tools Experience

23 Selecting a Vendor (Process) Process vs. Event Well-developed workflow Management control & reporting Compatibility

24 Selecting a Vendor (Tools) File handling QA tools Length checkers Terminology/glossary management

25 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

26 What to Communicate? Timely updates Status Schedule changes  Think of vendor as part of the production team

27 Interfaces Set clear expectations Single point of contact Avoid adding unnecessary layers Channel not filter

28 MMOGs and the Localization Pipeline

29 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

30 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

31 Example MMOG Localization Architecture

32 MMOG Localization Architecture Server Client Asset DB CMS Content Creators Localized Strings Linguistic QA Team L10 Vendor Create Content Translate Linguistic QA Deploy

33 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

34 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

35 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

36 Questions? Copy of presentation: http://www.lai.com/games.html Contact: dave@lai.com


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