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Localizing
Summary 
• Introduction 
• What and how to localize 
• Audios localization 
• In-game text localization 
• Historical facts localization
Introduction 
Quick background information: 
• I’ve started working in video games in 2001 
• Ubisoft since 2007 (Far Cry 2, BIA 3) 
• Credited on (Neverwinter Nights 1 and its expansion packs, Act of War, 
Hasbro license, Totally Spies…) 
• Worked as an external producer 
(The Witcher, Kao the kangaroo…)
What & how 
• 3 parts to localize audios, regular texts and the 
historical facts. 
• Target Languages: 
English, French, German, Italian, Spanish, Russian, 
Dutch, Polish, Brazilian and Japanese. 
• External translation agencies and recording 
studios.
Audios 
How do we provide emotion with the audios: 
1) Best acting conditions: No lip synch, no STC, only a soft TC start to end. 
2) Smart casting: French version had Marc Cassot a very strong narrative 
voice, but the localization casts were done based on the emotions we wanted to 
obtained NOT on the replica of the original recordings. 
3) Strong in-game choices: implementation of fake languages
Audios 
Émile 
French farmer, main actor, 
needs to be expressive, 
will do the last letter, the 
signature of the game, 
should give goose bump to 
the players. 
Marie 
Emile’s daughter. 
Not playable, but central to the 
story she’s what is keeping 
Emile and Karl alive. Young 
woman in her early 20’s but 
not a love interest for the 
players. 
Narrator 
The main role of the game. 
Always off-screen, no visual, soft time 
constraint. Not necessarily a video game 
actor, but we need a great voice. The voice 
should be strong enough to bring the 
player in the world and make him believe 
in the story.
Audios 
No in-game languages 
Artistic choice + avoid breaking the immersion/emotion 
De-structure the languages (focus on the intention not on the text) 
Recorded with natives (keep the language dynamic) 
Samples
In game text localization 
• UI Texts and diaries followed a classic pipeline. 
Translations from French into English 
then dispatched to the other languages. 
• Historical objects 
used as props to depict life in the 1910s. 
Translations from French into English 
then dispatched to the other languages.
Historical facts Localization 
• What are historical facts? 
• What are their objectives in the game? 
• How was the localization done to achieve these goals? 
• What are the problems we faced during localization?
Historical facts Localization
Historical facts Localization 
Objectives: 
1) Narrative helper and a tribute to all soldiers 
2) Informative: parallel with real history 
3) Entertaining: not boring 
4) Educational/accurate: it did really exist!
Historical facts Localization 
Initial French writing Review and Validation by 
English translation 
English review and validation 
Other languages translation 
Other languages validation
Historical facts Localization 
Various problems we faced: 
1) The winners write History 
2) History is nationalist, reality is neutral and international 
3) What is interesting for one country isn’t interesting for everyone 
4) A country is not a language
Historical facts Localization 
Winners write history 
1) Narrative positioning as neutral with a respect to all soldiers 
2) Not another game with German bad guys 
3) Cooperation with the German studios 
4) Comical scope includes the French side
Historical facts Localization 
History is nationalist, reality is international 
1) Subject to scrutiny so official support 
2) Validation of our documentation sources. 
3) Use of a specialized dictionary
Historical facts Localization 
What is interesting in one country is boring to the others 
1) Text was to be short, entertaining and relevant to the 
player. 
2) Mix of adaptation and translation. 
3) Anticipation in the selection of the freelance translators 
4) Validation of adapted version based on sources and on 
basic online translation tool
Historical facts Localization 
A country is not a language 
• Dutch is spoken in both Belgium and Holland 
• Poland didn’t exist at the period the game unfolds 
• United Kingdom, Australia and United States played a different role 
in the war 
• Brazilian situation vs Portugal 
• 3 examples to illustrate
Historical facts Localization
Historical facts Localization
Questions?
Localizing Game Content for a Global Audience

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Localizing Game Content for a Global Audience

  • 1.
  • 3. Summary • Introduction • What and how to localize • Audios localization • In-game text localization • Historical facts localization
  • 4. Introduction Quick background information: • I’ve started working in video games in 2001 • Ubisoft since 2007 (Far Cry 2, BIA 3) • Credited on (Neverwinter Nights 1 and its expansion packs, Act of War, Hasbro license, Totally Spies…) • Worked as an external producer (The Witcher, Kao the kangaroo…)
  • 5. What & how • 3 parts to localize audios, regular texts and the historical facts. • Target Languages: English, French, German, Italian, Spanish, Russian, Dutch, Polish, Brazilian and Japanese. • External translation agencies and recording studios.
  • 6. Audios How do we provide emotion with the audios: 1) Best acting conditions: No lip synch, no STC, only a soft TC start to end. 2) Smart casting: French version had Marc Cassot a very strong narrative voice, but the localization casts were done based on the emotions we wanted to obtained NOT on the replica of the original recordings. 3) Strong in-game choices: implementation of fake languages
  • 7. Audios Émile French farmer, main actor, needs to be expressive, will do the last letter, the signature of the game, should give goose bump to the players. Marie Emile’s daughter. Not playable, but central to the story she’s what is keeping Emile and Karl alive. Young woman in her early 20’s but not a love interest for the players. Narrator The main role of the game. Always off-screen, no visual, soft time constraint. Not necessarily a video game actor, but we need a great voice. The voice should be strong enough to bring the player in the world and make him believe in the story.
  • 8. Audios No in-game languages Artistic choice + avoid breaking the immersion/emotion De-structure the languages (focus on the intention not on the text) Recorded with natives (keep the language dynamic) Samples
  • 9. In game text localization • UI Texts and diaries followed a classic pipeline. Translations from French into English then dispatched to the other languages. • Historical objects used as props to depict life in the 1910s. Translations from French into English then dispatched to the other languages.
  • 10. Historical facts Localization • What are historical facts? • What are their objectives in the game? • How was the localization done to achieve these goals? • What are the problems we faced during localization?
  • 12. Historical facts Localization Objectives: 1) Narrative helper and a tribute to all soldiers 2) Informative: parallel with real history 3) Entertaining: not boring 4) Educational/accurate: it did really exist!
  • 13. Historical facts Localization Initial French writing Review and Validation by English translation English review and validation Other languages translation Other languages validation
  • 14. Historical facts Localization Various problems we faced: 1) The winners write History 2) History is nationalist, reality is neutral and international 3) What is interesting for one country isn’t interesting for everyone 4) A country is not a language
  • 15. Historical facts Localization Winners write history 1) Narrative positioning as neutral with a respect to all soldiers 2) Not another game with German bad guys 3) Cooperation with the German studios 4) Comical scope includes the French side
  • 16.
  • 17. Historical facts Localization History is nationalist, reality is international 1) Subject to scrutiny so official support 2) Validation of our documentation sources. 3) Use of a specialized dictionary
  • 18. Historical facts Localization What is interesting in one country is boring to the others 1) Text was to be short, entertaining and relevant to the player. 2) Mix of adaptation and translation. 3) Anticipation in the selection of the freelance translators 4) Validation of adapted version based on sources and on basic online translation tool
  • 19. Historical facts Localization A country is not a language • Dutch is spoken in both Belgium and Holland • Poland didn’t exist at the period the game unfolds • United Kingdom, Australia and United States played a different role in the war • Brazilian situation vs Portugal • 3 examples to illustrate
  • 22.

Editor's Notes

  1. Jeu neutre vs allemand = looser Traitement des allemands
  2. Dutch: given the neutrality and relative inactivity of the Netherlands during the conflict, emphasis was put on Belgium, while trying to incorporate the Netherland whenever possible. Polish: Poland was divided between Russia and Germany at the time, none of which is flattering for Polish players, we decided to translate the viewpoint as neutral as possible speaking of the situation in the UK. We did research but couldn’t find enough specific relevant data. United Kingdom, Canada, Australia and United States: Canada, New Zealand and Australia were still colonies of the British empire so for anything military and technical they would be under the same structure than the United Kingdom, however we found other way in-game (featuring soldiers from ANZAC for example) to pay tribute to these soldiers. Regarding the United States the game covers mainly the pre-US era so for the main part the wiki covered the United Kingdom situation, however for any part were currencies are mentioned we adapted to both current money amount in £ and in US $. Brazilian: while the participation of Brazil in WW1 was limited there was still a few relevant facts to be told. We discussed with the agency the possibility to insert some relevant situation about Portugal, but while the Dutch and the Netherlands share some common European grounds, it’s totally different for Brazilian in Portuguese