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
$
$$$$
$$$$$$$$$$$
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