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  Program Description

Games Localization Round Table

P2: Game Localization Round Table


Game Localization Program Committee
Chair: Miguel Á. Bernal-Merino, Roehampton University

Michaela Bartelt, Electronic Arts
Will Bright, Lionhead-Microsoft
Solja Kuningas, Babel Media Ltd
Fabio Minazzi, Binari Sonori
Janaina Wittner, WhP
Vanessa Wood, Sony Computer Entertainment Europe


Overview: This full-day round table consists of several distinct sessions presented by experts in game localization. This round table series is open to clients (game developers and game publishers) and to qualifying vendors (game localization specialists). We aim to provide the best possible venue to enable a fruitful and balanced debate, so we will do our best to maintain a balanced group of participants. The day will end with an open discussion based on information and questions from the day's presentations.


9.00-9.15: Welcome to the 9th Game Localization Round Table


9.15-9.30: Introductions


9.30-10.30: Joe Freelancer vs. the Mammoth Game Translation

Speaker: Matteo Scarabelli (GLOC.it)

Synopsis: The growth of in-game text is putting a heavy strain on language vendors who have to deal with progressively larger waves of text within shorter deadlines. Constant delays in delivery make it difficult to plan ahead and teams are often built and micromanaged on the spot according to availability. This inefficiency quickly multiplies once the growing number of language versions is factored in. However, this trend can be countered by the use of the appropriate tools. Groupware tools provide a form of virtual space similar to social networks, to automate duties like tasking, file sharing and invoicing. From open source to software on-demand, from minimalist to encompassing, groupware tools allow freelancers to focus on the text. This sharing of knowledge and know-how proceeds step by step through a new approach to game translation. Freed from micromanagement, translators can embrace the game as a whole, creating a project style-guide as the first step. The second step is product legacy and terminology, then, when all the background information is gathered, the core terminology of the project can be determined with tools that streamline the creation of a glossary and conference calls to create a solid backbone for the project and shape its linguistic essence. Glossary and reference materials are then sent to each translator, who works with the assurance of consistency with the rest of the team. As soon as the main translation is finished, the appointed editor within the team can copyedit with the aid of translation memories and other tools, ensuring an even higher level of quality and consistency.


10.30-11.00: Break


11.00-12.00: A Case Study: A Systematic Approach to Recreating Online Casino Games for Multiple International Markets.

Speaker: Jonida Dule (Ash Gaming Ltd), Jacqui Roberts (Ash Gaming Ltd)

Synopsis: This session will present the framework that was developed outlining common problems found when localizing online casino games and how these were overcome using both offline process and programming solutions, thereby addressing the “new game genres and their challenges” item. It will follow the process from brief to idea to implementation and include client feedback.


12.00-13.30: Lunch


13.30-14.15: Game Localization in Wonderland

Speaker: Víctor Alonso Lion (Pink Noise)

Synopsis: Game localization? Outsiders see it as an obscure and mysterious process: lack of information, standards, procedures, planning, quality and references. Actually, the reality is different and the game localization industry is as mature as standard software localization and this session will prove why. The fact is that game localization faces the most complex challenge — localizing continuous innovation.


14.15-15.00: Social Game Localization: Zynga

Speaker: Danica Brinton (Zynga)

Synopsis: Zynga is the undisputed leader in social gaming space with hundreds of millions of players across its mega-hit titles such as CityVille, Mafia Wars, Zynga Poker, RewardVille, FarmVille and Café World. Zynga's unprecedented growth is due in large part to international audiences who come to Zynga through localized game versions. Social game localization stands out from other game localization or web localization in the challenges and opportunities it presents. Danica Brinton, senior director of Zynga International, will give some insights into how Zynga successfully grapples with this uniqueness.


15.00-15.30: Break


15.30-16.15: Globalization Challenges and Best Practices for Massively Multiplayer Online Games (MMOs)

Speaker: Solja Kuningas (Babel Media Ltd)

Synopsis: MMOs form vast universes with millions of users worldwide. While console games typically average roughly 50,000 to 100,000 words in scope, large MMO titles can have anywhere between 800,000 to 3 million words. The game worlds are continuously growing with additional content updates and the life cycle of a game title can extend over several years, even decades. One common thread between MMOs is that most start in their “home language” and once successful, publishers look to expand into additional markets. It is during the process of taking complex worlds, with rules, hierarchies and deep storylines, that some planning coupled with good process can help to avoid the expensive pitfalls as well as reduce time to market. The presentation focuses on the main globalization challenges and target market considerations for MMO genres.


16.15-17.00: Top Quality With Next Generation Shareware!

Speaker: Janaina Wittner (WhP)

Synopsis: Attendees will discover a new standard and its innovative shareware environment that is fully supported by the community. The standard aims at simplifying the development process and reducing the complexity of good quality localization of interactive application. The reduction of overall costs and time-to-market allow developers and marketers to focus on their true differentiating features. The standard is intended for anyone dealing with complex localization of context-dependent interactive products (dynamic online systems or video games). In short, anyone who has lived a localization nightmare and who doesn’t want to face it again, or anyone who doesn’t want to experience it at all.... LOREDA is also a good example of how to plan and successfully drive strategic innovations and is likely to inspire attendees and help drive future localization improvement initiatives.


17.00-17.15: Concluding Remarks and Wrap-up

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