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Game Narrative Summit: Localizing Horror: Trilateral Simultaneous Localization in 'Resident Evil 4'
In a traditional environment with localization as one of the final steps in project workflows, linguistic demands are often at odds with the realities of development schedules and budgets. In this presentation, Capcom localization director Wesley Bishop examines their integrated approach to localization for the Resident Evil series and discuss how it allowed them to tackle the specific needs of Resident Evil 4, a game developed simultaneously in English, Japanese, and Spanish. Topics include narrative design and scriptwriting; location, environment, and sound design localization; and tips and best practices that can be incorporated into projects with even more traditional localization workflows.
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