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Games Localization Round Table

P1: The 8th Game Localization Round Table

2010 Game Localization Program Committee
Michaela Bartelt (Electronic Arts)
Miguel Bernal-Merino (Roehampton University)
Will Bright (Lionhead-Microsoft)
Solja Kuningas (Babel Media Ltd)
Fabio Minazzi (Binari Sonori)
Janaina Wittner (whp)
Vanessa Wood (Sony Computer Entertainment Europe)

Speakers: Jacques Barreau (Warner Bros.), Tom Boerger (Sony Computer Entertainment Inc.), Kate Edwards (Englobe Inc.), Hope Dippel Pavlich (Sony Computer Entertainment America), Adam Vance (ArenaNet, Inc.), Bryan Watkins (Warner Bros.)
Host: Miguel Á. Bernal-Merino

Synopsis: 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.

Agenda  
  Welcome and introductions
  Tips and Tools for Owning the PlayStation Platform Naming Conventions
Speaker: Tom Boerger (Sony Computer Entertainment Inc.)

Host: Miguel Á. Bernal-Merino

Synopsis: Terminology control is a challenging aspect of any translation activity. It is not only a question of technical accuracy, but can have marketing and legal implications. At Sony, we try our best to facilitate consistent use of core terminology throughout all worldwide territories by publishing the PlayStation platform naming conventions (NC). There are some complexities to using NC terminology in game text, but a solid understanding of the fundamental concepts behind the NC can go a long way toward making sense of the requirements. There is also a new tool in the works that will support correct use of naming NC terms for all product platforms in 17 core languages. This talk will share helpful information for the correct use of required terminology in game titles for the PSP and PS3 platforms.

  Coffee Break
  East-West Assumptions: Challenges to Glocalization
Speaker: Kate Edwards (Englobe Inc.)

Host: Miguel Á. Bernal-Merino

Synopsis: When games are designed and developed they are usually crafted in the context of a specific culture and society. As a result, they often carry with them their own cultural assumptions that can affect virtually every aspect of the content design. These built-in assumptions are usually not very obvious until the content is experienced in a different culture with different expectations. Then there arises the potential for a cultural clash. Realizing the existence of a cultural context to game content development is a key part in being able to effectively translate — more figuratively than literally — a game from one region to another. This topic endeavors to explore the different regional "flows" of cultural assumptions in content design in order to better enhance the global aspirations of game titles.

  Lunch Break
  Massively Multiplayer Online Games Localization: A Case Study
Speaker: Adam Vance (ArenaNet, Inc.)
Host: Miguel Á. Bernal-Merino

Synopsis: This talk will focus on localization of massively multiplayer online games (MMOs) to explore the specific and multifaceted challenges of MMO localization. We will present some of the best practices developed by ArenaNet’s international product team to deal with these challenges. Using the MMO Guild Wars as a case study for this round table, we will look “under the hood” at some of the processes and procedures developed by ArenaNet to localize one of the more recently popular games in this genre. Guild Wars is currently localized into nine European and Asian languages, making it the most widely localized MMO. Some of the areas we will discuss are the standard text and voice-over asset localization process, the intersection of localization, customization for international markets and international product management, as well as experiments in community driven localization.

  “That’s Not All Folks!”: Game Audio Localization
Speakers: Jacques Barreau, Bryan Watkins (Warner Bros.)
Host: Miguel Á. Bernal-Merino

Synopsis: As one of the most important majors in the film and game industry, Warner Bros. (WB) had two departments: WB post-production services and WB international dubbing group. They combined their expertise developed in the theatrical world to bring a new light to the game localization world. This session will focus on the creative aspects of the sound effects creation for games, as well as the creative aspects of casting actors worldwide for localization. What is the difference in casting a car and an actor overseas? The speakers will explain both processes and will share their experiences with audio examples.

  Coffee Break
  Capturing Performance: Raising the Bar of Game Voice-over
Speaker: Hope Dippel Pavlich (Sony Computer Entertainment America)
Host: Miguel Á. Bernal-Merino

Synopsis: Anyone who deals with audio recording knows that it is far from a simple process even in an ideal scenario. Recording voice-overs for video games pushes almost all parameters to it highest complexity. At Sony Computer Entertainment America (SCEA), we work continuously on the consistency and overall quality of dialog, music and special effects. Our most recent processes for recording dialog at SCEA involve recording dialog and motion capture together. This has turned out to be a great combination both for actors and sound engineers because it ties sound and movement together, enhancing players’ immersion. Of course, our immediate challenge is to replicate this quality at the localization stage.

  Concluding remarks and wrap-up

Monday, October 6, 2010: 9:00-5:00

   
   
 
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