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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Game Narrative Summit: Localizing Horror: Trilateral Simultaneous Localization in 'Resident Evil 4'

Wesley Bishop  (Localization Director, Capcom)

Location: Room 2016, West Hall

Date: Tuesday, March 19

Time: 5:30 pm - 6:30 pm

Pass Type: All Access Pass, Summits Pass - Get your pass now!

Topic: Game Narrative

Format: Session

Vault Recording: Video

Audience Level: All

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.


Attendees of this workshop can expect to walk away with tips and localization best practices that were used during the development of Resident Evil 4 (2023), a unique project due to its Japanese, English, and Spanish localization environment. Attendees will be given examples of the challenges encountered and the solutions that were used to overcome them, as well as an inside look into Capcom's philosophy of early localization integration and how similar workflows can be used to improve communication between teams and the ultimate quality of their projects.

Intended Audience

This presentation is for anyone interested in learning more about Capcom's localization workflow and/or the potential localization challenges involved with the multilingual game development. No prior knowledge or expertise required.

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