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(103) FABLE II Localization Case Study
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FABLE II is a reference title in many aspects, including the sheer size of its dialogues, which required synchronizing the work of hundreds of people all over the world. This presentation describes how the game has been conceived, produced, localized and tested in order to make it happen in several languages at the same time. A look at FABLE II is an unique opportunity to see how distinct and geographically-dispersed production and localization teams can work together to deliver a high quality experience to international consumers, combining the creative nature of game development within the sim-ship cycle, coping with the different skill sets, priorities and mindsets of development and localization. Specific attention is dedicated to how the production team has provided international support and to the way multilingual text and audiovisual assets has been created and managed. The careful synchronization of the localization schedule within the global production plan is also examined, with a close eye on how the creativity fits in the multilingual picture. The panel will take the audience through this process and provide valuable insight on how to manage todays international productions.

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