14 IDEAS FOR BETTER

GAME LOCALIZATION


A collection of tips for streamlining your localization process.



14 IDEAS FOR BETTER GAME LOCALIZATION

By Asbjoern Andersen, Epic Sound ApS


Getting your game localized to fit your target markets is a great way of reaching a wider audience.
Here are some ideas to make the process as smooth as possible.



PREPERATION

• Get a good, English-speaking script writer
If the content needs to be translated into several languages, it’s a good idea to use English for your source material as pretty much all translators can handle this. If your source material is not in English, it may have to be translated to English first, and then into your target language. There is always a risk that misunderstandings may creep in during this process, so getting a good English-speaking script writer in from the beginning can help avoid these issues.

• Proof-read the script before sending it off for translation
The English script will be the source for all other translations, so it is essential that it has been thoroughly proof-read in advance. Proof-reading includes spelling and grammar checking, checking for term consistency, proper commenting, potential misunderstandings and jokes that won’t work in other languages.

• Use character/location/object/interface names consistently
Consistent term usage throughout the dialogue, on-screen text and the manual is very important. This ensures coherency, eases translation and helps avoid any misunderstandings.

• Language-specific jokes don't translate well
Translating jokes is never easy, and this is particularly the case with puns/wordplay and other language-specific jokes or references. So refrain from these types of jokes if possible – or at least bear in mind that any joke will have to work in all of your target languages!

• Check your lengths
If you have a maximum character length for a given line, let the translator know. While the line in your source language may not exceed the maximum length, the translated line potentially could, as some languages simply need more words to say the same thing. Also note if there is a maximum duration on dialogue lines.

• Source errors will be multiplied by the number of target languages
Any errors in the source script will be mirrored in all the languages your product needs to be localized in. So it’s definitely a good idea to ensure that the source material is as good as possible before sending it off for translation!


HELPING THE TRANSLATORS

• The translators may not see the game
Remember that the translators may not get to see the actual game, so add as much information as possible about a given line (in a separate column) to help the translator better understand the line within its proper context. If possible, provide a beta build of the game so the translators can see the lines in the proper context.

• Provide guidance
As mentioned above, providing a beta build of the game can be help the translators understand the proper context of your material. If you cannot provide a beta build, provide object/character images and descriptions if possible. Screenshots can also be great for giving the translators a feel for the context.

• Formal or informal?
In some languages, the difference between formal and informal addressing or tone of voice can be huge. Your desired target style may not always be apparent from your source material, so let the translators or agency know what style you want.


DURING LOCALIZATION

• Submit changes in larger batches
If the source material is being continuously updated while translation is ongoing (not recommended, but unavoidable in some cases), submit any changes or updates to the source material in larger batches to keep translation costs down.

• For separate translation batches: Create a term list
If everything (onscreen, manual, dialogue, packaging) is not sent off for translation in one go, it’s a very good idea to keep a term list of commonly mentioned objects/places/terms. During the 1st translation run, the translator fills in the term list with their translations of the listed terms. This list can subsequently be used as a reference for the following translation runs. Doing this helps ensure term consistency in the translation.

VOICE ACTING TIPS

• Use dummy-voices
Getting English dummy voices recorded can help you get an understanding of how your dialogue will work in the game. You can also use dummy voices to ensure that the proper expression is used for a given line of dialogue. Get these recorded before the voice actors are brought in – the approved dummy voices can then serve as a guideline when the voice actors will be recording their lines.

• Add exclamation lines to your script
To bring life to your game characters, it’s often a good idea to add a selection of exclamations for each character – even though you might not think you’ll need them at first. Recording these extra lines don’t add much overhead - but if you later decide to add them in, it may be more expensive and time consuming if voice actors will have to be brought in again to record those additional lines.

• Staying in character
To ensure consistency across future titles, it’s a good idea to keep note of the voice actors you’re using for your current production. This ensures that character voices sound the same throughout your productions.

I hope you found the ideas helpful. Do you have a project that needs to be localized, or do you have questions or comments to any of the above? Click here to contact us directly here at Epic Sound and let us help you with your specific needs!





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About Asbjoern Andersen
Asbjoern Andersen is co-founder of Epic Sound ApS, an audio production company that delivers original music, sound design and localization for a wide range of media. With his colleagues in Epic Sound ApS, Asbjoern Andersen has provided audio for brands such as Coca-Cola, Fanta, Sprite, Disney, Sky, Fox Kids, Honda, and many more.