[game_edu] Localisation
Stacey Simmons
ssimmons at cct.lsu.edu
Sun Oct 26 06:34:27 EDT 2008
Hi Kathleen,
I am very interested to learn more about this shared experience! We
teach a joint game course between LSU and UI-C.
Can we chat off list?
Stacey
On Oct 25, 2008, at 8:38 PM, Kathleen Harmeyer wrote:
> I suspect we have the most fortunate way to work Localization into a
> project. Anibal Menezes' students at The Image Campus in Buenos
> Aires and we at University of Baltimore are developing jointly a 3D
> XBox game using XNA Game Studio. In this project we have split art,
> audio, and programming tasks to develop the game during the various
> semesters at the two institutions throughout 2008. We will have
> Level 1 completed of Ancient Axes December 21 and will do the
> remaining levels in the spring 2009.
>
> Anibal's students are handling the Spanish text and voices, our
> folks are doing the English. They have learned how to develop and
> link in XML files to swap, based on the optional selection of
> language.
>
> It has been an exciting and sometimes difficult co-ordination task,
> but we are working successfully as a team from both institutions.
> And this has forced us into studying Localization. A lucky
> happenstance for all of our students.
>
> Kathleen Harmeyer, D.C.D.
> Director, Simulation & Digital Entertainment Program
> School of Information Arts & Technologies,
> Yale Gordon College of Liberal Arts, University of Baltimore
> AC113, 1420 N. Charles Street, Baltimore, MD 21201
> Voice mail: 410 837-5473 email: kharmeyer at ubalt.edu <mailto:kharmeyer at ubalt.edu
> >
> Website: http://iat.ubalt.edu/harmeyer <http://iat.ubalt.edu/harmeyer>
>
>
> ________________________________
>
> From: game_edu-bounces at igda.org on behalf of Tom Dowd
> Sent: Sat 10/25/2008 11:42 AM
> To: 'IGDA Game Education Listserv'
> Subject: Re: [game_edu] Localisation
>
>
>
> I completely agree with Ian's perspective on this. We cover it as an
> aspect of our fundamental game development course, primarily as an
> information point, and then it comes up again a time or two again in
> other classes. I know that the current Little Big Planet incident
> was discussed in multiple classes, not only from the perspective of
> technology, but of music licensing, content vetting, and cultural
> considerations. The requirement to localize the current senior
> capstone project into Spanish was part of their project spec this
> year, but we have four concentrations of students working on the
> project - design, programming, art/animation, and sound - so I think
> it is more feasible for them, as per Ian's comments.
>
>
>
> That said, and don't tell them this, but given that they are already
> having to deal with a somewhat overscheduled project I expect it to
> be dropped as a feature at the last minute... or maybe not. A couple
> of them are already working on a string management tool for the
> designers to ease the pipeline. So, we shall see...
>
>
>
> Tom Dowd
>
> Columbia College Chicago
>
>
>
> From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org]
> On Behalf Of Ian Schreiber
> Sent: Friday, October 24, 2008 8:14 PM
> To: IGDA Game Education Listserv
> Subject: Re: [game_edu] Localisation
>
>
>
> I actually do mention this in my classes (in the same category as
> saving/loading functionality and audio pipeline) as things that tend
> to get forgotten or neglected early on and end up being a serious
> pain to shoehorn in at the end if the team hasn't been on top of
> them for the entire time. My students go off to the industry fully
> aware that these are issues that their first project is likely to
> get burned on :)
>
>
>
> In practical use for student projects, all three of these are
> difficult to fit in the schedule at all, simply because they are a
> bit of work and take time and focus away from the essential core
> gameplay. For student projects, just getting a single working game
> in their native language is challenge enough, and having multiple
> languages, the ability to save the game and having interactive audio
> are things that just aren't in the cards most of the time.
>
>
>
> In a curriculum where students have the time to work on multiple
> projects and multiple teams (which is rare -- in many cases,
> students get maybe one or two shots at this), I could see the case
> for devoting one project slot to a "maintenance" class. The idea
> would be to take a working project from a previous project that a
> totally different group worked on, learn the code, refactor it, and
> add this kind of functionality. The benefit to students would be
> exposure to real-world tasks, as well as experience working with
> someone else's code (which it's extremely likely that they'll be
> doing in their first job).
>
>
>
> - Ian
>
> --- On Fri, 10/24/08, m.bernal at roehampton.ac.uk <m.bernal at roehampton.ac.uk
> > wrote:
>
> From: m.bernal at roehampton.ac.uk <m.bernal at roehampton.ac.uk>
> Subject: [game_edu] Localisation
> To: game_edu at igda.org
> Date: Friday, October 24, 2008, 3:15 PM
>
> Hello everybody,
>
> I am glad to see that there is an important group here trying to
> improve
> standards in education by suggesting curriculums, modules, topics
> and the
> branching and pacing of the content delivered.
>
> I would like to participate with modules/sessions on game
> internationalisation
> and localisation. I believe this part of the globalised game
> industry is often
> neglected in development and production, creating more problems
> than it should.
> Just recently the issue with SCE "Little Big Planet".
> A bit of planning and team awareness in time would eradicate such
> issues and
> smooth out localisation, as well as save time and money in testing,
> etc.
>
> What do you guys think?
>
>
> Miguel Á. Bernal-Merino
> Lecturer in Media Translation
> Roehampton University London
> Roehampton Lane, Putney
> SW15 5SZ
> LONDON
> Tel: (00 44) (0) 208 392 3799
>
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