Lola Shiraishi & Scott Strichart

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.

To listen to explicit episodes, sign in.

Stay up to date with this show

Sign in or sign up to follow shows, save episodes, and get the latest updates.

Select a country or region

Africa, Middle East, and India

Asia Pacific

Europe

Latin America and the Caribbean

The United States and Canada