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Of course, your licensor has to move up their post production schedule, and this cannot be improvised.
(note:
if you work on an illustrious franchise, risks are minimized as well.
Established characters are easy to cast: most of them have had official
"local" voices for years, whether it's James Earl Jones [Darth Vader
voice] Donald Duck or James Bond.)
Nevertheless, game
production constraints are a hassle for your licensor - especially if
we're speaking staggered movie release. For instance, French and
Spanish will need to be ready for the first NTSC SKUs, while French and
Castilian Spanish versions of the movie might be scheduled to release
in Europe only a few months later. (See Figure 3).
Worldwide releases are a bit easier - your licensor will have
everything ready more or less at the same time. But then you will deal
with more languages simultaneously.
Figure 3:
Pink illustrates SKU 1 with US, French and Spanish (usually on NTSC
versions). Observe how early localization needs to kick off in
comparison to its local movie avatar.
Bonus Material:
Movie
excerpts, let’s call them movie clips, are the bonus material section
highlights. Surely your marketing department will be delighted to
advertise on this. It's usually stipulated contractually (the licensee
will have the right to use up to X minutes of feature footage – the
selection of which is generally up to the licensor). This is one of the
reasons why you also want your game voices to resemble the movie.
Following the same logic, you need these movie clips to be ready on
time for your development team to reformat and integrate. Very likely
you will receive high resolution formats such as QuickTime movies with
separate tracks for each language and end up using Bink in your game to
minimize disc space requirements.

Figure 3
On your
licensor’s side, this means that dialogues need to be adapted, recorded
and mixed for each language. That requires of course early selection
(this might prove not so easy as movies undergo a lot of last minute
editing changes especially animation) and some serious organization on
your licensor side to avoid schedule conflicts. No licensor, unless he
has arranged for it beforehand, will rush post production to meet your
deadlines; the stakes are simply too high. That's why you want to go
over this when you sign the contract.
Plan B
consists of subtitling the U.S. movie clips, but this creates TRC
issues with first parties, especially with SCEE whose standards are
super picky. Sony wants game versions to be consistent. If your game is
partially localized (U.S. voices with subtitles) it totally makes sense
to have subtitled bonuses. If it's a full localization (localized
voices) then having subtitled bonus material will look odd and break
the player's immersion. Of course, everything is negotiable with first
parties, but you might have to negotiate over more serious matters,
plus it's not entirely satisfactory for consumers, all the more if your
target audience is kids that do not read.
Localizing licenses and franchises greatly depends on a successful
relationship between licensees and licensors, and can be far less
tedious if properly scheduled and conducted. Licensors will behave very
differently whether they have a solid consumer product department and
if they have enough in-house resources to follow-up on deliverables and
sufficient interest in helping you. Some will have a very scrupulous
“by the book” attitude and will check every single submitted item,
requesting many changes. If possible, try to find out in advance what
their structure is like, so that you understand how you can help them
help you. Get to know people and think positive!
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