How to run an eroge localization project

By Moogy | September 11, 2009

An associate of mine requested that I write this up.

This post will, as the title implies, contain some general guidelines for establishing, managing, and maintaining a group of persons for the purposes of localizing an eroge or visual novel into the English language, as well as the localization efforts (henceforth referred to as “projects”) pursuant to such an organization. (As I am unfamiliar with foreign communities, I will not claim that this advice applies to or is useful for them. However, most of the tenets contained within should be fairly solid regardless of your language, so feel free to read it anyway.)

It will not tell you how to run a fansubbing or scanlation group or project. I suggest you look elsewhere or kill yourself if you are interested in one of those tasks.

Regarding the audience of this guide (as it were)… I suspect it will be fairly varied. However, I am tailoring this post to a few different sorts of individual in particular:

And now, the people who this guide is not intended for:

Of course, if you’re merely a random passer-by who happens to be interested in what I’m talking about, then, by all means, feel free to peruse this guide and offer your commentary. In fact, I invite anyone who reads this to offer their thoughts on it either to me personally on IRC or via the comments field on the post itself!

Oh yes, please note that this guide will seem rather idealistic at points. Don’t worry; I’ll address that issue in Section III, wherein I will explain how to adapt these concepts to the real world, so to speak.

With all of that said, let’s get this show on the road, shall we?

Section I: The Basics

I-I: Choosing A Game

All right, so you’ve picked out your game and you’re ready to-

What’s that, you say? You don’t have any particular game in mind that you would like to translate? Well, there’s your first red flag.

My advice in this regard is going to be at odds with the stance of Amaterasu Translations in particular, but so be it.

Put simply, you should pick a game that you have a vested personal interest in. Please do not allow yourself to be swayed by ignorant masses (/jp/) and end up translating a game that you hate.

To this end, if you are a translator, I would highly, highly recommend that you only translate games that you have both played to death and loved to death. This will prove to be a great help in two regards: First, the quality of your translation will be higher if you’ve played through it in the past (preferably more than once) and possess a comprehensive knowledge of its text. This will help you identify areas which prove problematic to translate, understand the author’s writing style (or lack thereof), and generally be more familiar with just what the hell you are actually doing. Second, you will much more motivated to actually finish the translation project if you enjoy the game and enjoy the process of bringing it to a wider audience.

Now, on the flip side, if you’re looking for a translator to work on your pet game, you likely already possess a rather vested interest in whatever game it is, yes? If not, I would highly suggest rethinking your course of action. In any case, you can generally assume that any translator who is willing to help you out fulfills the above criteria, so you don’t need to worry about this too much.

If you are an established fan translator, you know what you’re doing already. I would advise skipping this section entirely, in fact.

Also, one thing I would like to make clear: If the game you have selected is not hacked (i.e., in a state where insertion of English text and/or images into the game is possible and the end result of this is pleasing to the eyes), don’t worry about it. If you are truly enthusiastic about your undertaking and have a dedicated translator, you can find a hacker to assist in your efforts with but a modicum of communicative prowess. You should, of course, locate one ASAP, since it’s no fun translating a game without being able to see your work in action, but you shouldn’t be dissuaded from tackling a project in the first place if you don’t have a hacker.

Anyway, I am going to assume that you have a game that you are interested in translating at this point. Let’s move on to the next step.

I-II: Assembling A Team

For the purposes of this section, I shall assume that you, the reader, are the only person interested in translating the game you wish to translate. If you have some friends on-board already, that’s great, and will likely make this step much easier for you, if not nonexistent in its entirety.

First and foremost, I’m going to introduce who you need, with guidelines regarding locating them to follow.

I shall divide the positions you need to fill into two categories: Critical and Non-Critical. Put simply, I could not in good faith support a translation project lacking any Critical role (with certain exceptions), whereas I find Non-Critical roles to be not unnecessary, but rather more dispensable.

So, without further ado:

Critical Positions

Non-Critical Positions

Refer to section II-II if you want more information about what exactly each member of your group should be doing to properly fulfill their role.

Now, I would like to stress, and not for the last time, the importance of a small group size. It is significantly easier to stay motivated and organized when are you dealing with five people or less – as such, five people is a good size to aim for when starting up a project. If you have less, that’s cool, go ahead, but, if you have more, you may want to consider cutting some chaff. Remember, ease of communication is important, and one of the easiest ways to complicate things is by having too much communication! There is a great deal more regarding this philosophy in section II-I, so skip there if you want some more reasoning regarding this suggestion.

Also, you’re probably wondering how to recruit people, right?

Well, I’m going to be frank here. Recruiting a translator off the street, so to speak, is likely impossible. Don’t think about starting a project without having someone willing to actually translate the game beforehand.

However, if you need editors, QCers, image editors, etc., then you have a much better chance (as in, an extant chance) of finding some. I would suggest posting a topic about your project on Gemot, then swinging by #Ensue or #tlwiki on Rizon. If you can prove that you’re competent and dedicated, you should have no problem recruiting a scurvy crew to aid you with your translation. You might also want to put a page up on the TLWiki itself, since there are random helpful people hanging around there as well.

/jp/ is probably a not great place to announce a translation project or ask for help, given the transience of posts and the board’s anonymous nature.

Anyway, just ask around a bit and you’ll find people to help. It’s not that hard, to be honest.

So, I’m going to assume that you have a team together now! On to the next section!

Section II: Getting Down to Business

All right, so you have a team together now.

Your first order of business is to get the game hacked and ready for insertion. Dump all of the text, figure out a word wrapping solution if need be, write an inserter if need be, an installer for your patching solution (if necessary), etc. This is the hacker’s job, and is explained a bit more later. The long and short of it is that you should finish hacking before anything else, though.

You may be wondering what to do afterward, though! Though I should hope that it’s mostly intuitive, I’ll write a bit about proper workflow and how to avoid version hell and all. So, onwards!

II-I: Workflow

Basically, your standard workflow for a game script looks like this:

  1. Translation
  2. Editing
  3. Proofing
  4. Insertion
  5. Testing (You probably don’t want to do these last two for every single script. It’s more efficient if you do them in batches.)

Pretty simple, right?

You’ll want to be sure to use an SVN or wiki to manage files, by the way. Sending around a bunch of files to people’s harddrives is a recipe for disaster – they will get lost. Explaining how to use an SVN or wiki is a bit beyond the scope of this post, but feel free to bother people in #tlwiki about either. You’ll probably find someone willing to help. Or, hell, just Google it. Don’t let relatively simple systems intimidate you, all right?

Anyway, I don’t have too much to say here. This stuff should be common sense, really. So, let’s move on.

II-II: General Expectations and Guidelines

Here are some tips for running a localization project. I’d like to state again that this guide is just my personal spin on things – but I’ve been around for a while and I think most of my advice is at least pretty solid.

What To Do:

What Not To Do:

Got all that? Good.

You don’t need to follow all of this, but please keep it in mind.

And, above all – use your damn common sense!

II-III: Job-specific Expectations and Guidelines

To put it simply, there are minimum standards of quality by which people involved in any translation group must abide. I am going to be excessively blunt in this section. I apologize in advance if any of you are offended, but that’s the way it goes.

I’ll break this down by job as well.

Whew, that was quite a read, huh? That about wraps it up for this section, though, so let’s move on to the last part of the guide – real-world examples!

Section III: Application, Application, Application

I’m getting kind of lazy so this section isn’t really going to be organized. I apologize!

Anyway, this section will just be some various anecdotes I’ve picked up along the way that you may or may not find interesting and/or useful. Feel free to skim through.

III-I: Distro

I didn’t cover this anywhere else, so I guess I might as well put it here.

III-II: Hacking Shenanigans

Hacking’s an interesting job because you could be dealing with anything from NScripter to rUGP. Here are a few stories from the field:

III-III: When PR Goes Wrong

Hoo boy. These might seem like nothing more than funny stories from the past, but drama can and will rear its ugly head at you, too, if you’re not careful. Try to avoid any of the following scenarios.

III-IV: Other Random Shit (AKA Trolling)

Ha ha!

Okay I’m done. Nice guide huh.

In closing, I would like to state that I am totally correct about everything and that if you don’t follow this guide you will get AIDS and die and no one will attend your funeral.

Appendix: Resources

AKA linkdump.

Topics: Visual Novels | 8 Comments »

8 Responses to “How to run an eroge localization project”

Tasaio Says:
September 11th, 2009 at 9:37 pm

Nice guide!
I’m interested in translating a game when I feel I have the time, so this was a really interesting read! :)

KDBA Says:
September 12th, 2009 at 5:45 am

“Obviously, more or less tasks—”

More or fewer. Not less.

KDBA Says:
September 12th, 2009 at 5:45 am

Stupid WordPress ate my “end anal-retentive” tag.

Zeroblade Says:
September 12th, 2009 at 11:42 am

Saved for future reference.

ETERNAL Says:
September 13th, 2009 at 8:04 pm

This ought to be linked somewhere on TL Wiki, I imagine it would come in handy to a lot of people. I haven’t started studying Japanese yet and I’m awful at CS, but I’ll be studying English in uni so I’ll probably try for an editor position some time in the future. Anyway, thanks for putting this together, it sheds a lot of light on the inner workings of fan translations that outsiders don’t get to see.

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tjm Says:
October 11th, 2009 at 8:21 am

All very solid advice that I’d second, even if I don’t entirely agree with some of the “don’t”s. (I was against the non-ero versions of Tsukihime and KT at the time, but since then I’ve been forced to admit that they opened the games to tons of people who would have otherwise been too ashamed or weirded out to play them.)

A couple of suggestions that I’d add (they might seem too obvious to mention, but I’ve honestly seen people break them):

* Automate Insertion! There is no good reason to have someone whose job consists of rote copy-pasting, not even if it’s that creepy kid who keeps begging to help. At the same time, don’t have the translators and editors working directly on the script files; that just leads to typos and crashes. If your hacker doesn’t know what a diff format is, make him learn.

* Don’t build an uncensoring patch into your translation patch. Doing so cheapens us all.

And finally:

> Image Editor – Don’t suck at Photoshop. Get shit done on time.

Sir, what you describe here is the sasquatch of image editors. I do not believe in him, nor will I til I espy him with my own two eyes.

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