The Localization Summit 2014 had about 100 participants and featured 22 speakers over 9 sessions. Key topics included indie game localization, emerging tools and markets, and localizing games between China and the West. Panel discussions covered the current and potential uses of machine translation in gaming, with most publishers reporting poor performance. The Summit aims to increase awareness of localization issues and facilitate networking for producers, developers, marketers and localizers. Plans are underway to evaluate hosting another summit in 2015.
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1. Localization Summit 2014:
An overview
Advisory Board: - Miguel Bernal-Merino (University of Roehampton, UK)
- Fabio Minazzi (Binari Sonori, Italy)
Support by - IGDA Localization SIG community
- IGDA SIG-Glocalization
• About 100 partecipants
• 22 speakers, 9 sessions
• Quality Score: 4,34 over 5 = Good
• EA, Microsoft, R2Games SCEE, The Fullbright Company…
2. Report
Why a Localization Summit
● Create awareness
● Producers, Developers, Marketing, Journalists and…
Localizers
● Exchange opinions
● Network
● Started in 2010: 0ver 600 attendees in 5
years
3. Report
Key themes for 2014
• Indie games localization
• New tools/methods
• Emerging markets: South
America
4. Journey to the West:
A Chinese Game Localization Primer
Shaun Newcomer
Reality Squared Games
5. Report
• State of the art for development in China
• Chinese developers still have to fully understand the needs
and practice of localization
• How to do a good job in localizing a Chinese game for
the West
• Holistic localization: how to translate into Western
languages the characters and the feel of a Chinese game
• Be ready for fast turnaround of releases,
specific monetization schemes are to be adapted
6. Report
Localization Microtalks: Globetrotting in
the Fast Lane
1. Localization 101 (Christopher Nastuume)
2. FireTongue (Lars Doucet)
3. Localizing your Global User Acquisition (Crid Yu)
4. Exploiting Voice and Facial Video Recording Techniques for
International Audio Production (Bill Black)
5. Apps description localization as a water testing tool (Rebecca Lever)
7. Localization 101 for Indie Developers:
15% extra revenue with 1% effort
Building automated localization systems for fun and profit
Christopher Natsuume
Creative Director, Boomzap Entertainment
13. Report
Important Tips to Go Global
● Other markets ≠ the US
● Localize ≠ Translate
● App ecosystems have “local habitats”
● Counter-intuitive audience behavior
● Leverage all marketing channels
15. Exploiting Voice and Facial Video
Recording Techniques for
International Audio Production
Bill Black
Audio Manager, Binari Sonori America
16. Report
Facial motion capture: basics
● Actors wear helmets with camera & lighting
(no markers)
● The session generates audio and video tracks
simultaneously, in the same software application
17. Report
Audio & Video assets sent to both
Dev & Loc teams
US recording
studio
Dev team
3D artists
Int’l recording
studios
20. What is the place of
Machine Translation
in today's gaming industry?
Moderator: Mike Dillinger
President, Association for Machine Translation in the Americas
Organizer: Michel Buch-Andersen
Director, Business Development, Pole To Win International
Michaela Bartelt
Senior Director, Worldwide Localization, EA
Beatrice Compagnon
CEO, Vienna Group International
Declan Groves
Linguistic Engineer, Microsoft
Kirti Vashee
VP of Enterprise Translation Sales, Asia Online
21. Questions for Discussion
Translation Engine
Input Sentence
User
Translated Sentence
Human Review
Proposed Translation or No Match
TMMT +
Preparation:
“Train” MT engines with
relevant, matching sentences
Usefulness:
Better match between MT
data and input = more useful
Final Quality:
Machine + Human
1: How useful is MT right now?
2: Which MT system should I
use?
3: Which content is best for
MT?
4: What’s the best process for
using MT?
22. Report
Takeaway from the MT panel
• MT is currently used for non-gaming contents (automotive, IT)
• Currently no game Devs/Pubs succeeded in using MT successfully
• Publishers who tried MT reported poor performance + high costs of
operation
• In theory games contents are made of creative texts + noncreative
texts
• MT could be used with nonncreative portion of texts
• Effectiveness is under investigation at Microsoft
24. Report
For more information
• Slides and videos on:
http://www.gdcvault.com/demo
(videos accessible with subscription)
25. Report
Localization Summit 2015?...
• Submissions would open late August/early September
• GDC is evaluating based on attendance and community
support
• Quality is good, need more people to attend
• How to involve more developers?
• Feel free to send ideas and topic proposals for next year