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Script Lock - Lola Shiraishi & Scott Strichart

Lola Shiraishi & Scott Strichart

Explicit content warning

07/22/19 • 79 min

Script Lock

It's localization month, baby, and we've got Lola (producer at SEGA where she’s worked on Sonic Mania, and Sonic Mania Plus. She’s also a gaming consultant and has previously worked in development support at Kojima Productions LA on Metal Gear Solid V The Phantom Pain, PR at Square Enix on games including Sleeping Dogs, Final Fantasy 13, and Kingdom Hearts, and has also worked in localization and QA at Activision Blizzard) and Scott (Localization Producer at SEGA of America, where he just finished working on Judgement, and before that worked on Yakuza Kiwami 2 and Yakuza 6. Was also an Associate Producer on Yakuza 0, a Senior Copyrighter and Associate Product Manager at Square Enix, a Product Manager at Level 5, and Project Lead and Editor at ATLUS) in to talk about why localization is not another word for translation, balancing standards/concepts that exist in one culture that don’t really exist in the other, mahjong, localizing tropes and archetypes that have no analogue in Western media, tone shifting differences in the East vs West, deviating from the script, the difference between a good localization and a great one, dialects, lip flaps, why your localization team should be integrated early in the process, work/life balance, and using editors in addition to translators.

Our Guests on the Internet
Lola's Twitter

Scott's Twitter

Stuff We Talked About
The bizarre, true story of Metal Gear Solid's English translation by Jeremy Blaustein
The Yakuza series
Judgment

Our theme music was composed by Isabella Ness, and our logo was created by Lily Nishita.

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It's localization month, baby, and we've got Lola (producer at SEGA where she’s worked on Sonic Mania, and Sonic Mania Plus. She’s also a gaming consultant and has previously worked in development support at Kojima Productions LA on Metal Gear Solid V The Phantom Pain, PR at Square Enix on games including Sleeping Dogs, Final Fantasy 13, and Kingdom Hearts, and has also worked in localization and QA at Activision Blizzard) and Scott (Localization Producer at SEGA of America, where he just finished working on Judgement, and before that worked on Yakuza Kiwami 2 and Yakuza 6. Was also an Associate Producer on Yakuza 0, a Senior Copyrighter and Associate Product Manager at Square Enix, a Product Manager at Level 5, and Project Lead and Editor at ATLUS) in to talk about why localization is not another word for translation, balancing standards/concepts that exist in one culture that don’t really exist in the other, mahjong, localizing tropes and archetypes that have no analogue in Western media, tone shifting differences in the East vs West, deviating from the script, the difference between a good localization and a great one, dialects, lip flaps, why your localization team should be integrated early in the process, work/life balance, and using editors in addition to translators.

Our Guests on the Internet
Lola's Twitter

Scott's Twitter

Stuff We Talked About
The bizarre, true story of Metal Gear Solid's English translation by Jeremy Blaustein
The Yakuza series
Judgment

Our theme music was composed by Isabella Ness, and our logo was created by Lily Nishita.

Previous Episode

undefined - The Big One

The Big One

And when Alexander saw the breadth of his domain, he wept for there were no more worlds to conquer. SPIKES FOOTBALL That's right! We made it to FIFTY episodes, and to help celebrate such a monumental achievement in podcasting, we snuck a couple of past guests in through the back door for a victory lap. Which guests, you ask? How about takes a somewhat deep breath, Carrie Patel, Tyler J. Hutchison, Laura Michet, Richard Lemarchand, Sarah Elmaleh, Jon Paquette, Brendon Chung, Cat Manning, Kate Dollarhyde, Eric Stirpe, Janina Gavankar, Ben Esposito, Claire Hummel, Graham Reznick, Ryan Benno, AND Molly Maloney? So what, you say? Well, what if I told you we talked with them about the main things students should know about interactive storytelling, how it's OK to be silly, storytelling confessions, extreme programming, whether game stories can be apolitical, what the differences between a good collaborator and a great one are (and how to work with a bad one), favorite underappreciated bits in games, anything they'd do differently with their past work, things you might not need to worry about with your storytelling, major influences, the Bon Appetit Test Kitchen, auteurism in games, the greatness of Yakuza 0, stuff they've worked on that they wish people appreciated more, and so! Much! More! I mean, do you see how long this episode is?!

ROUND ONE

Our guests on the Internet
Laura's Twitter and Website, and you should check out Pathologic 2

Carrie's Twitter, and you should check out The Outer Worlds

Tyler's Twitter

Richard's Twitter and Website

Stuff We Talked About
Ep 45: Molly Maloney & Eric Stirpe

Mass Effect 2

Thinking with Type by Ellen Lupton

The Doves Type® Revival

Doom (2016)

Mario is Missing!

The Trust Equation

ROUND TWO (begins at 49:35)

Our guests on the Internet

Sarah's Twitter, and you should check out Afterparty and GamDev.World

Jon's Twitter

Brendon's Twitter, Website, and you should check out Skin Deep

Cat's Twitter, Website, and you should check out Pathologic 2

Stuff We Talked About

The Sims 2

Alien: Isolation

The Curse of Monkey Island

Oxenfree

Super Mario Odyssey

Civilization VI

Ico

The menu from Medal of Honor (1999)

Honeysuckle by Cat Manning

Collaborative Approaches to Getting Great VO Performances (if you have GDC vault access, you can find it there!)

Where the Water Tastes Like Wine

ROUND THREE (begins at 1:42:12)

Our guests on the Internet

Eric's Twitter

Janina's Twitter, and you should check out Stucco

Kate's Twitter

Ben's

Next Episode

undefined - Kait Tremblay & Sam Maggs

Kait Tremblay & Sam Maggs

Calling in from the far reaches of Los Angeles AND Toronto, Kait (currently the Team Lead Narrative Designer on Watch Dogs: Legion at Ubisoft Toronto, and formerly the Lead Writer on A Mortician’s Tale for Laundry Bear Games. She’s also written the book Ain’t No Place for a Hero: Borderlands, and is the co-director of Dames Making Games) and Sam (currently a Senior Writer at Insomniac Games, where she recently worked on the Turf Wars DLC for Marvel’s Spider-Man, and formerly an Associate Writer at Bioware on Anthem. She’s also an author of books like Girl Squads and Wonder Women, and has written for comics like Captain Marvel, Star Trek, and Jem & the Holograms) join us to talk writing tests, how to give good feedback, important soft skills to have, writing processes and "muses," staying organized, things that tap and sap their creativity, what makes a good video game opening/ending, NPCs, storytelling quagmires, diverse dev teams, whether there's anything in their work that takes forever that people wouldn't expect, work/life balances, what they're consuming that isn't video games, why writing WWE fanfiction can be helpful for your game writing, major influences, and MOREEEEE!

Our Guests on the Internet
Kait's Twitter and Instagram, and you should follow all of the rad Watch Dogs: Legion writers and narrative designers on twitter!

Sam's Twitter, Instagram, and Website, and you should check out Captain Marvel and preorder The Unstoppable Wasp. Also you should follow all of the good folks at Insomniac Games on twitter!

Stuff We Talked About
ASMR Hair Treatment | Mic ON Brush | Oils & Crinkle Cap
What Makes a Good Video Game Ending? by Kait Tremblay
Mass Effect 2
Borderlands
Portal 2
God of War
Uncharted 2: Among Thieves
Bioshock
Hellblade
Observation
Dames Making Games
The 18-month fence hop, the six-day chair, and why video games are so hard to make by Blake Hester
Chernobyl
Fleabag
The Woman's Hour: The Great Fight to Win the Vote by Elaine Weiss
Stargate SG-1
Cleopatra 2525
Farscape
Andromeda
seaquest DSV
Star Trek: Voyager

Our theme music was composed by Isabella Ness, and our logo was created by Lily Nishita.

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