And to conclude, here are a few (hopefully) smart tips:
Worldwide Release
A
worldwide release has advantages and drawbacks. Schedule-wise it's
easier, since the movie is dubbed for all territories at the same time.
Chances are assets will be ready on time for you to use them. But if
you have a lot of languages (more than four), you need to arrange for
more integration, testing and debugging resources.
Movie / Game Schedule Conflicts
They
are a bit unavoidable unless everything has been secured when the deal
was signed. Help your licensor understand your constraints. List all
assets you need and build a consolidated schedule (movie vs. game
production) to spot hot zones and raise flags.
Beware
of post Christmas or post summer break movie releases: good vendors are
hard to get during holidays. If European territories release in the
fall, your licensor will wait for the summer to be over before dubbing
the movie.
Also, you can’t always escape bank
holidays. Some countries (especially Catholic countries) shut down
totally for a couple of days once or twice a year (same for Japan in
May): should you need them to open office for you, let them know in
advance.
Linguistic QA
If you
have more than one platform and four languages, and if you work on a
tight schedule, use one single QA vendor to run linguistic testing
(preferably one that is in your time zone). Some agencies are quite
serious, and can do excellent work if well prepared. You will save a
lot of time on build sending (your security protocols will suffer a lot
less) and will receive feedback on all languages in a consistent way
(and at the same time).
Too Much Food on the Plate
Check
what's on your licensor’s line up for the coming year. If they have a
huge title on the slate while you work on a minor license, you will
need to struggle even more to get attention and feedback on time.
A Healthy Relationship
The
approval process has to be crystal clear before you put together your
localization schedule. Approval (even if parallel) must be taken into
consideration (you need to know how long each step will take and how
much time you’ll have to resubmit). You need buffer time to work around
refusals.
Hold regular meetings with a detailed
agenda. Always detail what you need, when and in which format (and of
course why). Create an agenda template with columns for dates, formats,
comments and responsible key persons.
Be smart
and don't give your licensor ideas that will slow down your work if
they're not already detailed in the contract. Ask for legal counsel if
needed.
Hold your ground: explain why this
particular correction can't be implemented at a very late stage.
Demonstrate how it may jeopardize the release of the game.
If applicable, make sure your licensor checks a build that's been already debugged. That way you will avoid duplicates.
Sometimes,
voices need special effects that are implemented by your licensor.
Lucasarts usually have their in-house studio apply their SFX. It's a
process that takes time and you want to secure delivery dates.
Your
licensor might not be able to provide you with already subtitled clips
that once reformatted to meet your platforms' specs you can just drop
in. You will often need to subtitle clips yourself to accommodate
different screen layouts and font sizes, which takes time. (They might
want to approve the fonts…)
Plan C consists of
selecting scenes that have no actual dialogues but only music and / or
onomatopoeias but, again, it's not ideal marketing-wise, and will look
a bit cheap.
Be careful also with other types of
bonus material that will require some translation and dubbing:
making-of's, interviews, deleted scenes, etc. You can choose to have
different bonus material depending on the territories, but that will
need to be specified in your submission documentation (and this will
create more work for your data management team).
And
of course, have your licensor confirm that all assets they provide you
with (movie line translations, bonus clip voices) have been legally
cleared for all territories: you don't want an adaptor or a voice
director or actors to sue you. Last but not the least, they need to be
credited (all of them).
Risk-Taking
Do not hand over a AAA project to a new vendor until he's proven he works well.
Have a good localization! Should you have any question or comment please feel free to write me.
|