The Game Localization Handbook-Chapter 14
The Game Localization Handbook-Chapter 14
In this chapter:
• Defining Localization Kits
• Creating Localization Kits
• Contents of Localization Kits
• Organizing Content Effectively
• Finalizing Localization Kits
• Storing and Maintaining Localization Kits
• Localization Kit Checklist
Assets
All the text, art, and sound game assets to be localized must be included
in the localization kit. It must also contain the original source files of any
of these assets, so the vendor can easily integrate the asset and then
convert it to the final file format used in the game. The localization kit
also needs the final format of all the other assets in the game. This is
because the translation vendor needs to have all the final assets, even the
assets that are not localized, to build the gold master for the game.
Text Assets
Text assets are any assets containing text to localize for the game. This
refers to any UI text, in-game text, help text, installer text, and so on. If
any text assets are missing from the kit, the vendor will spend additional
time tracking them down or may not even realize some of them are
missing.
When collecting the text assets for the localization kit, make sure to
include the following:
• Source language assets: All the text assets for the game must be
included. This means all the source language assets should be in
the kit. The vendor can compare his localized assets against the
source language assets and correct any incorrect formatting or
context bugs in the localized versions.
• Help files: Help files and “readme” files should be included. If
using .hmtl help files, make sure all the .html assets are included.
“Readme” files are usually done for PC games and are the last
thing to be written before the game is code released.
• Installer strings: All installer strings for the PC version must be
organized in a central place in the localization kit.
• Error messages: Text for the console error messages should be
pulled out and included in a separate file.
• Checklist of text assets to be modified: A complete checklist of
all the text assets to be modified should be created by the
developer. This checklist will be immensely helpful to any
external people who need to create localized versions of the game.
They can look at the checklist and have an immediate idea of how
many files need to be localized and where these files are located in
the game. Figure 14.1 is a sample checklist. The first column lists
the text filename, the second column provides details on the
context of the text included in the file, the third column provides
an estimated word count of what needs to be localized, the fourth
column shows where this asset is located in the game, and the fifth
column is for any additional notes.
Voiceover Assets
Voiceover assets are another component of the localization kit. They are
more complex to localize properly since actors need to be cast, studio
recording time needs to be booked, and the files must be post-processed
to sound their best in the game. To get the best quality of voice acting and
sound for the localized VO files, several items need to be included in the
localization kit:
• Source language VO files: The source VO files are included in the
localization kit to provide reference for the localization vendor. He
can hear how the actors deliver the lines, what the post-processing
sounds likes, and what the timing is for each of the files.
• VO script: The script provides all the lines spoken in the game
within the correct context. The script should be organized in
chronological order so the vendor understands the story flow of the
game when reading through the script from beginning to end.
• Casting notes: This includes all of the character descriptions and
casting notes for each speaking part in the game. If celebrity
voices were used for the source language or other localized
versions, this should be noted in case the localization vendor
would like to get equivalent voice talent for the version he is
doing.
FIGURE 14.1 Checklist for text assets to be localized.
Art Assets
The text used in art assets should be included in a separate layer in the
file so it can be easily localized without modifying the image. If the art
files do contain embedded text that needs to be localized, make this clear
in the localization kit so the vendor can get an artist to modify the files.
Art assets include:
• Layered art files: If the game uses .bmp, .jpg, or other file
formats, the text should be included on a separate layer.
• Source art assets: If the game requires the art files to be converted
to a different file format before they are included in the game, all
the source art assets must be included to create the localized art
files. For example, if the original art asset is created in a .bmp
format and then converted to a proprietary graphic format, the
.bmp source file needs to be included.
• Logo art: As discussed in the Chapter 9, the game logo may
require localization before being distributed in other territories.
Include any logo art in the source language so it can be modified if
necessary.
• Checklist of art assets to be localized: As with the text assets, it
is helpful to include a checklist of all the art assets that need to be
localized. Figure 14.2 is a sample checklist that can be used for
tracking the localized art assets. This is based on the checklist
presented in Figure 14.1 and includes similar information.
Cinematics
Include the final version of the cinematics in the localization kit, along
with any source files. The main cinematic assets to include are:
• Final cinematics: The final compressed version of the cinematics
in the source language provides a reference for the localized
cinematics the vendor will create. They are also useful for
directing the voice actors because the actors can see how the lines
are delivered and will get a better idea of the context.
• Codecs and movie viewers: A codec is technology that
compresses and decompresses data. Specific codecs can be used
when creating compressed versions of the cinematics. If the
cinematics require a specific codec not readily available in any of
the popular movie viewers, like QuickTime, the codec and the
movie viewer should be included so the vendor can easily play the
cinematics.
• Uncompressed cinematics: If there is text to be localized in the
cinematic, the uncompressed version of the cinematic should be
included. The uncompressed version provides an easy way for the
vendor to get to the source file that needs to be localized. Once the
file is localized, the cinematic would be re-rendered and re-
compressed. Uncompressed cinematics can take up several
gigabytes of memory, so be sure they are in a format that can be
managed easily. If there is not text to be localized in a cinematic,
the uncompressed version does not need to be included in the kit.
• Sound mix components: The cinematic audio is divided into three
tracks: music, sound effects, and voiceover. These tracks should be
included as separate uncompressed tracks in the kit so the VO
track can be easily replaced with the localized VO track.
• Final sound mix: The final sound mix can be included as part of
the compressed cinematic. This is useful to have as a reference
when recording the VO for the localized versions.
• Checklist for localized cinematics: This checklist includes all the
areas of the cinematic that need to be localized. Figure 14.3 is an
example. A checklist can be created for each cinematic that needs
to be localized.
Localization Assets
If localized versions of the game have been created before the
localization kit is finalized, all the localization tools that were created
while making these assets should be included as well. These tools
include:
• Localization glossaries: If a glossary has been compiled for the
game, include it in the localization kit. (Refer to Figure 9.6 in
Chapter 9 for an example of a glossary.)
• Text translation spreadsheets: If text and VO assets have been
organized for translation for other localized versions, these
spreadsheets should be included. (Refer to Figure 9.8 in Chapter 9
for an example of a text translation spreadsheet.)
Game Code
Since the localization kit is only a subset of the full closing kit, it does
not need to include all of the game's source code, only the code necessary
for creating the localized versions. If the code is localization-friendly, the
vendor can just replace the source language assets with the localized
assets and build the game. The following types of code can be included in
the localization kit:
• Original source language master: Ideally, the localized masters
can be created by replacing the source language assets with the
localized assets. If this is not the case, detailed instructions on
recompiling the build with the localized assets will need to be
included.
• Tools source code: If proprietary tools have been developed,
include the source code. This allows the localization vendor to fix
any localization bugs that occur when using the tool. For example,
since Korean requires double-byte enabled code, the vendor may
find that a tool for converting text files has trouble reading some
of the Korean characters. Consequently, the assets do not get
properly converted and the text displays incorrectly in the game. If
the source code is available for this tool, the vendor can fix the
issue without asking the original development team for help.
• Installer files: When working on PC games, the installer files
must be included in the kit. If using a commercially available
installer, include all the proper files so the localization vendor can
open it and make any necessary changes.
Documentation
Documentation encompasses design documents, technical guidelines,
tools information, and general information about the game and the
localization kit and will be the first thing vendors check for information.
Make sure the documentation is up-to-date and clearly written. The
documentation can quickly explain what the game is, how the text is
organized, and any technical issues the developer will encounter when
working with the assets.
When adding documentation to the localization kit, use descriptive
filenames to make it easier to locate the correct information. For
example, a document should be called “Using the RSB Editor,” instead of
“RSB.” Additionally, try to provide a brief overview of each document or
groups of documentation in the table of contents for the kit.
Game Documentation
Include game documentation in the localization kit. If the localization
vendor knows what the game is about and how the gameplay works, a
high-quality localization can be done. If the development team has
already created localized versions of the game, add the same game
documents that were sent to translators originally. The types of game
documentation are:
• Core design docs: These documents explain the overall game
design and how to play the game. Controller and keyboard
diagrams, character descriptions, story outlines, and gameplay
features are explained in the core design documents.
• UI flowchart: The UI flowchart can be invaluable to people
working on localized versions of the game. If they can see how the
overall UI fits together, they can make sure the translations flow
logically from one screen to the next. The translators will also
understand the context of the terms and can make sure they are
used consistently throughout the UI.
• Cheats: Cheats allow a localization vendor to quickly play through
the game and easily access any part of it. If the release version of
the game has the development cheats deactivated, an executable
that has the cheats activated may be needed. The localization
vendor can use this version for the linguistic testing and then do
the final functionality testing with the release executable.
• Mission walkthroughs: Mission or level walkthroughs allow the
localization vendor to know everything that is included in the
game levels. The walkthroughs should detail where the enemies
and objectives are, provide a map of the space, and describe any
special weapons or items the player can use on that level.
• Test plans and test scripts: The test plans provide information on
all areas and features of the game that need to be tested. Test plans
for the source language version of the game should be included so
the localization vendor can base his functionality test plans on
them. If programming scripts were created to automate testing,
these should be included as well, along with any instructions on
how to use them.
Technical Guidelines
Technical guidelines provide information on how to integrate the assets,
convert assets to the game-specific file formats, and hardware and
software specifications. These technical guidelines should be clearly
written and geared toward someone not on the original development
team. The types of technical guidelines to include are:
• Localization pipeline overview: This document provides
information on the overall localization pipeline. It includes
specific instructions on how to use the assets in the kit to create
localized versions of the game. Information on which assets need
to be localized, what tools are necessary to integrate the
translations into the assets, and how to convert the assets to the file
format used should be included.
• Build instructions: Build instructions are a subset of the
localization pipeline information. These detail how to set up the
development environment to build the localized versions.
• Software specifications: This refers to any commercial or
proprietary software that is needed to create the localized versions.
If commercial software is used, include which version of the
software is required for the game. If proprietary software is used,
be sure to note any hardware specifications that are needed to run
the software.
• Hardware specifications: This refers to any specific hardware that
is needed for the game such as console development kits or
computers that meet certain minimum requirements. If using
console development kits, include the contact information for the
third-party publisher because the localization vendor may need to
contact them to order the hardware.
• Tools instructions: Any tools included in the localization kit need
to have specific instructions on how to use them. Information on
hardware specifications, how to install and run the tool, how to
open and edit files, and how to convert file formats should be
included. The instructions for the tools should be clearly written
and geared toward someone who is not familiar with how to use
the tools.
Tools
Create a “Tools” folder and include a subfolder for each tool. The
subfolders should be labeled with the name of the tool. In Figure 14.6, the
tools subfolders are called “Max Plugin,” “RSB Editor,” and “RSF
Editor.” Each folder contains all the files to run the designated tool, along
with directions on how to set up and use the tool.
Code
Create a “Code” folder and include subfolders for game code and tools
source code. The game code folder should contain all the game files that
are needed to create a localized master of the game. The vendor should be
able to take this folder, drop in the localized assets, and quickly have a
localized version of the game up and running.
The tools source code folder should include a subfolder for each tool
that has source code. In Figure 14.6, the tools source code folder contains
directories for “RSB Editor” and the other tools. Also include compiling
instructions with each set of source code.
Game Assets
The “Game Assets” folder contains all art, audio, cinematic, packaging,
and text assets to be localized, along with all the necessary translation
documentation. All the assets included in a localization kit are in the
source language.
Figure 14.7 is a sample directory structure for organizing the assets. A
separate folder is created for each type of asset, with subfolders in each
asset directory labeled “Documentation” and “Assets.” “Documentation”
is where all the translation documentation is located. For example, in the
“Audio” folder, all the assets to be translated are located in the “Assets”
folder, and all the supporting documentation, such as the VO script and
the character notes, are located in the “Documentation” folder.
FIGURE 14.7 Directory structure for assets.
FIGURE 14.8 Directory structure for game assets.
The structure of the “Assets” directory for each type of asset in the kit
should mimic how the assets are stored in the game directory structure.
Figure 14.8 is an example of a game asset directory structure. In this
example, the audio files are not all located in a single folder; they are
organized by character and mission.
The same is true for text files. If the text files are organized a certain
way in the game directory, they should be organized in a similar way in
the localization kit. (Refer to Figure 14.9 to see how the text files are
organized by type and mission in this example.)
FIGURE 14.9 Localization kit checklist.
DEVELOPER INTERVIEW
Ellen Guon Beeman, Executive Producer, Microsoft Casual Games®
Chapter Summary
Organizing a localization kit is an important step in the localization
process. This kit enables external vendors or other development teams to
create localized versions of the game. It also acts as an archive in case the
original localized versions need to be re-mastered or updated. This
chapter provided detailed information on what to include in the
localization kit, along with advice on how to organize, finalize, and store
the localization kit most effectively. The chapter concluded with a
checklist for what needs to be included in a localization kit.
Now that complete information has been presented on the localization
process from beginning to end, it is time to look at things to be aware of
in the process. The next part of the book presents localization lessons to
be mindful of when developing international games. It begins with a
chapter on some common pitfalls that are encountered during the
localization process and offers solutions for avoiding these mistakes.