I was translating for L&P, He's a nice guy but he didn't want to do what I suggested which was to upload all of his script onto a google document and then assign sections to each translator in the discord, so we could all translate our sections in 1 day and then he could go over the translations. This would have sped things up by A LOT!
Instead he wanted to message 1 translator who was available out of 5, and send them 1 line of script and ask them if it sounded okay in english, and then we would have to figure out what the hell the context was for the 1 line, since context mattered sometimes, and so L&P had to go over and explain the scene to us, and then finally we'd correct the english in that line. This felt very micromanaged and it took longer, and sometimes he had issues with our corrections (which is fine because german to english is not so cut and dry since german actually has words English doesn't even have). But it all would have been easier if he did what I said.
So in my opinion, he's probably too much of a micro manager to actually let go of some of the work in the game and allow other people to do it.
The further problem with just sending messages based on what you think needed correction, was that there could be mistakes in english in other lines but because he never sent those other lines we never corrected the bad grammar or mistakes since he thought they were okay.
P.S not that fixing grammar took up tons of time, but it added another week (7-12 days) to the overall production time which could have been brought down to maybe three days or less?
It sounds like the translation could be done much more efficiently in the way you suggested, but then I Would also add some additional playtesting by the translators to see if sounds good after it is done that way you would want a couple of days of that so not that much time would be saved.
Do translators not see any renders at all when translating? If not is bad... Unless he tells you exactly render looks like and you got a real good imagination. I would expect that to eat much time.
One big inefficiency I personally noticed about the way scenes are labeled and coded in is they got crazy long names for each render.
Something like:
"Day15_6_B4_Ellie_Julia_stand_up_and_looking_at_each_other" All of that needs to be typed in perfectly (or copy-pasted) for each render. I'm honestly surprised there are not more bugs with the way that is labeled unless they are always copy-pasted.
Know how Sin and I label our renders? Stuff like "
2d226" 2nd day, render 226 easy peasy.
The way we do it we can add 100 scenes in there 1 right after the other and can split that into parts changing like 1 or 2 numbers on the end. (Sometimes they need to be rearranged, and transitions too to be fair)
The way L&P does it does add slight convenience. You can tell that render was Julia and Ellie standing up looking at each other without looking at the render. So you could know what to put dialogue-wise there, but you should always have a render open if you are writing the line for it anyway so it doesn't really add anything other than being able to do it without looking at it.
plus all those renders are in one huge file for AWAM. We got ours separated by day and scene to find them more easily.
The way those need to be coded in on AWAM... That is lot of extra work just by having all that unnecessary info on the render names.
The thing is though... It's L&P's project. He will do it however is most comfortable for him. He gets it done.
The big part that takes the absolute longest time 100% is the posing + rendering. That is what slows the process down the most by far. That is probably around 80% of the development time, and the trims we are talking about are on the 20%. Adding a 2nd render guy who is good at rendering would get releases done a lot quicker than any micro time saves we are talking here that could save a week or whatever. Another render guy could shave months off.