Ogdc 2007 David Lakritz
-
Upload
rolf-klischewski -
Category
Software
-
view
382 -
download
0
Transcript of Ogdc 2007 David Lakritz
Optimizing Your Localization Pipeline for a
Dynamic Universe
David Lakritz
President & CEO
Language Automation, Inc.
Overview
• Definitions
• Analyzing the LP
• Optimizing the LP
• Localization in the world of MMOGs
• Conclusions
• Q & A
Localization
“The process of adapting a game for a specific country”
• Conceptual
• Translation
• Text-based assets
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
How?
Analyze the pipeline to find bottlenecks
• Software engineering concepts
• Qualitative data
• “Weakest link in the chain”
Reduce / eliminate bottlenecks
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
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]
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
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
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
Interfaces to Translation Team
• L10n vendor as part of process
• Not just afterthought
• Streamlined communication
• Start early
Key Questions for Developers
• How to choose a l10n vendor?
• What kinds of information to communicate?
• What should the interfaces look like?
Selecting a Vendor (Process)
• Process vs. Event
• Well-developed workflow
• Management control & reporting
• Compatibility
Selecting a Vendor (Tools)
• File handling
• QA tools
• Length checkers
• Terminology/glossary management
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
What to Communicate?
• Timely updates• Status• Schedule changes
Think of vendor as part of the production team
Interfaces
• Set clear expectations
• Single point of contact
• Avoid adding unnecessary layers
• Channel not filter
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
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
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
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
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