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Regardless
of our industry’s wealth of creativity and resourcefulness, a large
part of the market is firmly held by strong IPs (Intellectual
Proprieties) and/or franchises. We follow our favorite characters
evolving from one episode to the next, very much like we do in movies.
This
trend might get even stronger with increasing development costs: big
studios and publishers are likely to continue banking on solid brands
and licenses, thus minimizing risks. Moreover, they’ve been exploring
movie by-products for quite a while, and this tendency also seems to be
gaining momentum.
Localization follows naturally as
it broadens markets and revenues. This article explores the different
aspects of localizing video games based on licences and franchises, and
aims at giving perspectives and tips to organize localization
preparation and production.
The main parameter
is IP ownership, as theoretically the owner has the final word on
nearly everything. Game localizing is handled in different ways,
whether dealing with you own the IP or not. There are quite a few
factors and pitfalls that will strongly impact your work, whether your
game is based on a license that is yours, the IP is new or
well-established, or your game is tied to a movie release (a “movie
tie-in” in localization lingo). If you don't own the IP, you might need
to seek your licensor’s approval on different items, which obviously
bears heavy consequences on your schedule.
1. Organization: They All Lie, Size Matters
If you're a small or medium-sized developer,
your publisher might want to handle localization on its own, as it
usually has the need and means to do so. In this case, your publisher
will have a localization producer or coordinator work directly with you.
You
should organize a kick-off meeting with the person who will be your
main contact. You want to come up with a plan and a suitable workflow
and timetable. In an ideal world, everyone leaves this meeting with a
clear task breakdown, a list of all key people details, and a thorough
calendar for deliverables (that specifies formats). Status meetings
should be held regularly so as to anticipate and / or address issues in
a timely fashion. Make sure to send minutes to all attendees to recap
decisions.
Finally, you will need to appoint
someone to coordinate with your publisher and make sure demands are
met. On top of being a fairly good diplomat, this person must have a
solid understanding of the whole production pipeline, be able to assess
risks, raise red flags, and suggest workarounds. Associate producers or
coordinators are usually the people assigned to deal with localization.
Your publisher might let you handle the localization process directly,
but insist on contracting localization agencies or freelancers that
have a good IP expertise, and with whom your publisher has a successful
business relationship (not to mention service contracts). In this case,
things need to be made clear early enough so that all parties know what
their tasks and calendar are. Also, work cultures tend to be different
from one country to another, so the more prepared you are for a little
extra diplomacy the better.
Localization
agencies usually offer translation, casting, recording and sometimes
linguistic QA. Some offer one or two languages, others much more.
Beware, though, that if you (or your publisher for that matter) hire
one single agency to take care of all languages, it will be more
expensive (unless you sign a yearly service contract), as
subcontractors will be hired on their end (in particular, local
recording studios and actors).
If you're a big developer (or publisher) with an in-house localization department,
the logic is the same: have the right people at the right place with a
clear breakdown of everyone's duties and unambiguous dependencies. If
you're a publisher and you work with a small development company, make
sure they understand exactly what they need to do (not everyone is a
localization aficionado) and are staffed with enough experienced
people; you don't want an intern to integrate and debug on-screen-text,
unless you're on a suicide mission.
They must
have proper tools and version-making documentation to create localized
builds. Proximity also helps. If you've contracted a small developer to
port one of your games on the other side of the world, send a few
seniors from the original dev team for a short period of training. This
will ultimately save a lot of time and headaches.
In either
model, the developer is mainly responsible for extracting, formatting
and delivering assets to translate and record, reintegrating localized
assets once available, and debugging. While at the other end, publisher
teams and / or subcontractor(s) handle translations (and any required
updates) as well as audio production and linguistic testing (unless
done in-house). It goes without saying that you must read your
publishing contract carefully before anything happens; not just to
clear responsibilities, but also to know who’s paying for what. If
necessary, seek legal counsel so that things prone to misinterpretation
are cleared for all parties.
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