Ogdc 2007 David Lakritz

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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

Definitions

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

Simplified Localization Pipeline

OrganizeAssets

Translate Integrate Build/Test

Fix bugs

Optimizing the Pipeline

Why?

• Better quality

• Reduced schedule risk

• Lower cost

Enhances gaming experience

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

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Translation Integration LinguisticTesting

Post-Ship

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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

“Weakest Link in the Chain”

OrganizeAssets

Translate Integrate Build/Test

Fix bugs

Lack of Control

Bottlenecks

1. Translation Step

2. Interfaces to Translation Team

1. Translation Step

2. Interfaces to Translation Team

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, Process

• Tools

• Experience

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

MMOGs and the Localization Pipeline

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

Example MMOG Localization Architecture

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

Questions?

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

Contact:[email protected]