Top-Down Racing Car Visual Design

Me and a team of students worked on a small project to localize an English language game into Chinese and Japanese.

The game is called Top-Down Racing Car and is created in C#. It’s a simple game in which users control a car with their keyboard right and left keys to avoid hitting other cars. Depending how long they avoid obstacles, they are awarded bronze, silver, or gold medal.

Our team divided our work into two groups: visual design and engineering. I focused on visual design, performing desktop publishing work on text embedded in images.

Ideally games shouldn’t have any text embedded in images to begin with as it makes localization (or game modifications in general) much more difficult. Unfortunately, though, a lot of games still use this, especially for fancy texts custom fonts.

I completed two versions of DTP to demonstrate different versions of localization. In the first round, into Simplified Chinese, I tried to imitate the source as closely as possible. I pulled the images into Photoshop, masked over the original text with black rectangles that matched the background, and added new text in Chinese in a similar-ish font to the original. To match the text effects of the original, I followed two approaches. For bronze and silver, I added a border and gradients and used the eyedropper tool to imitate the exact gradient colors of the original. For gold, I used two different offset copies of the text in gold and white.

I did need to make some tweaks to the original design to accommodate Chinese. Chinese characters like “赢” (win) are really detailed. To make sure the text was readable, I increased character size and decreased the border size around the text. To maintain the rhythm of the original, the grammar was changed from “You win / Bronze” to “You have been awarded / Bronze”

The best part about these effect settings is that they still allow the text to be entirely editable. I could add ten more languages easily and would only need to make minimal changes to accommodate text expansion or character detail.

Good localization, though, isn’t always about imitating the source as closely as possible. Different locales need different things! Our team decided to take a more creative approach to Japanese localization and created new graphics. Our visual design head, Ruby, decided on a color scheme and designed custom cars and medals, and I followed these design guidelines to create new “you win” notifications. I added colorful gradient backgrounds and used custom fonts from Google.

An issue we were fortunate not to have in this game is driving direction. The US and China drive on the right side of the road, but Japan drives on the left. Luckily enough, this game was designed from the beginning with all the cars moving in the same direction, so it can work in either locale. Something the original creators didn’t do well, though, is that they embedded the word “ambulance” into a car. Instead of translating this for every language, I just scrubbed the text entirely.

When these visual assets were done, they were added to the game by our engineering team, who also implemented a globe button that creates a language pop-up menu. In the menu, users can change their language settings quickly and easily.

My takeaway from this project is that it’s a lot easier to internationalize from the very beginning. It would have been a real headache to change the car direction. I spent a lot of time re-creating assets in Photoshop that could have been saved if the text wasn’t embedded or at the very least if I had the original Photoshop files. I also enjoyed practicing creative localization by making fun visuals for the Japanese interface.

How to Make a Card Game

Self-publishing a card game may seem daunting, but have no fear! In this post, I’ll show you how I took my card game Fruit Vendor from concept to game night.

Step 1) Planning

Fruit Vendor first came about when Alaina Brandt envisioned using a game to spark conversations about the localization vendor selection process. Through pre-design conversations, we boiled down the most necessary information needed on each of the cards. Cards are teeny tiny, so try to keep the design simple.

Step 2) Chose Your Platform

There are many ways to self publish your game. The site I used to publish Fruit Vendor is called Game Crafter. Whichever platform you chose, check their site for templates. All your assets, like card fronts, card backs, box, and instructions, will need to meet strict measurements to ensure they print correctly. You don’t want to make all your cards only to learn at the very end of your project that your assets are too small!

Step 3) Draft and Test

Rather than start making all your cards right away, make one or two of each type of cards in the deck. Evaluate how this drafting process went. Are your cards easily scalable? Did you hit any snags? My first draft of Fruit Vendor had images of humans for the vendor characters in the game. I realized through drafting that assigning the characters genders, skin colors, ages, and clothing could encourage bias in the hiring process, so I decided to scratch the humans and make the characters fruit instead! This ended up being a great decision as it inspired fun branding for the game. It was at this point that I settled on the name Fruit Vendor for the game.

Step 4) Plan for Your Future Self

My biggest regret for this project is that I made the assets in Photoshop. Vector graphics would have been easier to blow up for posters.

My best decision for this project was adopting puppet templates by Dave Werner to make fruit characters. By using these templates, I saved loads of time, and all of the characters can be automatically animated in Adobe Character Animator for video advertising!

Localizing Maps

Maps: they seem straightforward, but make one wrong move, and you might find yourself in hot water. Microsoft lost millions because it colored 8 pixels a different color on a map, and in this video, localization expert Robert Derf mentions how executives at his company’s Argentina office were arrested because their map was a few pixels off.

Me and a team of project management learners recently tried our hand at simulating localization project management for a company called Hipcamp, and one of the more fun and creative elements involved adapting maps for different markets. I carried out this proof-of-concept desktop publishing experiment in Photoshop, utilizing content aware fill to supplement missing elements of the image and sourcing replacement maps from the public domain.

Please note: These maps are proof-of-concept only.
The text is a machine translation.

Source

Hipcamp About Us, Accessed November 3rd, 2020, https://www.hipcamp.com/about#our-story

Source: map of the U.S.

Spanish: US

For a Spanish speaking, US locale, I added Puerto Rico to the map and the text. We would also likely recommend that the client add Puerto Rico to the English version of their map.

Map of the U.S. with Puerto Rico

German

The map I created for Western audiences like German speaking locales features an Atlantic-centric map with modified text. Though the source text had borders for states, I decided not to include borders to avoid territorial dispute issues.

Atlantic centric map

Japanese

The Japanese locale map is customized with a Pacific-centric map. Some localizers skip this step and use the same Atlantic-centric map for all their global locales, but Asian audiences will notice if you forget!

Pacific centric map

It was enjoyable to discuss the potential pros and cons of different internationalization strategies with my team. Plus I got to brush up on my Photoshop skills.

Localizing a 1600 Year-old Comic Strip

Video of the production process

How it all began…

A few years ago, my former high school art teacher invited me back to campus to give a brief presentation on Chinese art history. I gushed with the students about the symbolism of jade and clouds, surprised them with fun facts about how the terracotta warriors were originally painted realistic colors, but the most interesting part was when I pulled out my own personal copy of Zhang Zeduan’s Qingming Festival Along the River. I lovingly took it out of its brocade embroidered box, gathered the students in a circle, and walked through the painting segment-by-segment, explaining how scrolls are actually meant to be read in sections like a comic strip.

My art teacher’s eyes widened. “All this time, I thought you were supposed to unroll the whole thing first,” he said.

It’s not his fault he had this misconception. Museums usually display Chinese hand scrolls completely unfurled, under shiny glass cases and big signs that scold, “no flash photography!” Crowds mull by in a clockwise rotation, glancing down at the images here and there. It’s the exact opposite of the intimate way scrolls are meant to be viewed.

How can we teach Western audiences about hand scrolls?

This experience got me thinking: there’s got to be a better way to teach Western audiences about hand scrolls. What if I made a scroll English speakers could actually read?

The New York Times has a fantastic English language demo on how to view a hand scroll.

Process

I chose one of China’s most iconic scrolls, the Admonitions of the Instructress to the Court Ladies, attributed to Gu Kaizhi (ca. 345-406) with text by Zhang Hua (232-300). This version was copied a few hundred years after Gu Kaizhi. Sadly, the original is lost. There are multiple copies of this scroll, but I selected the most well known copy, which was owned by the Qianlong Emperor (1711-1799), stolen after the Boxer Rebellion, and now lives at the British Museum an ocean away (stolen artwork at museums is a topic for a whole other blog post). The scroll is a political commentary originally meant for the murderous Empress Jia (257-300). It gives instructions on how a palace lady ought to behave, and has some hilarious advice that would make One Direction proud, like “The ‘beautiful wife who knew herself to be beautiful’ Was soon hated.”

I carried out localization in Photoshop, making thorough use of its “content aware fill” and “flip horizontally” functions. To flip some of the seals, I used a magic wand to select the right color elements.

The translation is sourced from an official translation by Shane McCausland, which is what the British Museum uses for the scroll’s main section. When no official translations were available, I made my own, such as the frontispiece that reads, “For the ladies of the court.” I considered translating the seals as well, but eventually decided against it because they would mostly be untranslatable names. Plus the Chinese is prettier. Maybe in a future iteration, I’ll experiment and try my hand at stamp effects.

Translated Qianlong stamps
An early experimentation with English seals

One of the toughest parts of the projects was deciding fonts. This wasn’t a transcreation project; I’m not trying to fool anyone into thinking this is a European artwork. If you’re interested in China-Europe art mashups, though, check out Emperor Qianlong’s court artist Giuseppe Castiglione (Lang Shining). I mulled back and forth between trying to find fonts that resembled brushwork, versus medieval block text. For the font of the main text, I chose a font common with Roman scribes of the same time period.

Comparison of original Chinese and European calligraphy
Fun fact: the font for Xiang Yuanbian’s (1525-90) inscription is based on the handwriting of Queen Isabella I of Castile (1451-1504)

Extra Thoughts

I worry some people might look at my localized version, especially my clumsy handwriting at the end, and think, “But…but you ruined it!” And that’s precisely the point. Scrolls are meant to be cut, rebound, scribbled over with drunken ramblings, and stamped with seals that scream, “I was here!” Maybe even totally modernized like Dai Xiang’s reinterpretation of that Qingming along the River scroll I mentioned. They’re a participatory event. If you want to join the conversation, leave a comment below!

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