Software Localization

Visuals
By Patrick Dowling
Gamasutra
August 28, 1998
Vol. 2: Issue 34


Game Developer Magazine
originally published
May, 1998

Software Localization
The Four Steps To World Domination

A Programmer's Guide to Foreign Languages

"T" Time: Text and Translation

Visuals

Talkin' The Talk

Wrapping It Up

The secret of successfully localizing your game's visual elements is to retain the raw materials for any graphics that may have to have text replaced. This is one area where layers are quite useful. All you have to do is replace the text layer, reposition it if needed, and you're done. It's that simple. Imagine the pain of having to retouch the background on 70 screens so that you can replace the text. While it can be done (believe me), it really is wasted time. If you don't have the original backgrounds and are planning many localizations, you should only have to restore the backgrounds once.

If your game has a lot of graphics that incorporate text, such as signs or labels, then you'll have to decide whether it's worth the time and effort to replace them. Place names can usually be left as is. If you have a panel that contains some instructions that are required for the rest of the game, however, you may have to replace them, unless the instructions can be built into the text elsewhere. Just make sure that you make a note of these graphics. They are easy to overlook, and if their existence isn't noted until the later stages of localization, making changes will be all the more difficult.

Who Does It?

In general, the localization and foreign distribution issues are handled by a publisher. They will either handle the localization themselves, or have contacts in the target country who will take care of it. Many large publishers either have their own foreign offices or have permanent contracts with a local publisher. LucasArts, for example, works closely with Funsoft in Germany and UbiSoft in France, and can thus ensure that the localized versions of their games are usually available though the local publisher at around the same time as the original, and in the same quality. Another common arrangement is for a distributor to bear/share the cost of localization in exchange for exclusive distribution rights in their territory. Bomico in Germany is one company that has managed to negotiate many such agreements and, in fact, have staff at hand to oversee the localization and coordinate the work of studios, freelance translators, and artists. Smaller companies will usually have contacts to external companies such as Polyglot, Polylang, SDL, and the SRC Group. Companies such as these have an increasing amount of experience with all forms of media and can usually handle almost all aspects of localization, often for more than one language. There are also, of course, smaller companies and individuals available locally who deal directly with the publishers and can offer the same quality and service.

Even if the original artist isn't going to be doing the changes, it's nonetheless useful to at least have them on hand in case someone less proficient ends up doing the work. That unique combination of 25 different filters may look good in the original, but once someone else has collaged the foreign text onto it, the image may have lost some of its luster. Even though a thorough explanation of the illustration methods may not yield the same results, it will at least ensure that the quality drop isn't too extreme.


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