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The Making Of Kameo:


The Making of a Game Manual (2)

          by Keith Cirillo

Part II: The Feature Fur’s a Flyin’

The Technical Review Phase

As we enter the technical review phase we usually try to get the entire manual laid out in rough form, though that isn’t always possible. As always, before the technical reviews, the editor and I take a look-through for cleanliness, checking the grammar and technical accuracy as well as the proper use of Xbox terminology.

During this time, the writer and designer attempt to finalize the art asset list which details all the art pieces that are needed for the manual. This might include concept art, diagrams, or even tables that will need to be created. We always need images of the HUD or game screen elements, the characters from the game, and any user interface elements that may be problematic or hard to understand. I try to keep the manual as immersed as possible in the fiction of the game and anything that breaks the fiction of the manual, I try to avoid, but it’s not always possible when referring to the user interface. Reviews go out to the entire project team for detailed feedback. I compile the feedback and provide it to the writer at Rare for evaluation.

Throughout this review process the game is experiencing great churn functionality-wise and we have a very short amount of time between each review to implement changes and then re-check the cleanliness of the text. Because this was a launch title and it had to share the spotlight with other titles, we had to stay right on our dates and schedules so that we could get all the work done across projects. Each project relied on the other being on schedule.

Kameo: Elements of Power Manual
Click to download: Manual PDF


As the design becomes fleshed out, the text is nearly complete, but the game is ever changing and it’s easy to miss something in this flurry of activity. It’s also hard to get art resources at this time so often the designer must pull together screen shots to build something compelling and that fits whatever we need. We usually won’t get good art support until after our final tech reviews, after the game has hit content complete and the artists on the dev team have become more freed up.

Not Lost in Translation

Once we’ve gone through our review phase and implemented all the technical and design changes that came out of it, we get ready for our localization handoffs. Localization does all the translation of our text for different versions of the game throughout the world. In order to make their dates they begin translation as soon as possible and the text must be airtight.

In preparation for our final handoff to localization and manufacturing, we produce print proof candidates on a daily basis to scour for technical inaccuracies or glaring mistakes, wrong numbered pages in the Table of Contents or anything else that is blatantly incorrect. Punctuation errors don’t warrant a change in this phase, but if a major change is warranted the files must be cracked open again and a new print proof candidate generated. We rinse and repeat until we’ve all signed off on the print proof.

For Kameo, feature changes were taking place as late as two days before we were to send the manual to manufacturing, so we had to actually plan for two versions of the manual. It was literally at the eleventh hour when we had to make a decision to go one way or the other so we could make our final handoff to localization. There were a few cuticle biting moments, for sure.

After we’ve all signed off on the print proof candidate, the designer takes over and prepares the files for our final handoff to localization so they can begin translating all the text. The printers are also provided with a high-resolution PDF of the manual that they’ll use to print copies of the manual.

A Fully-Baked Manual

Once we’ve made our final handoff to localization and manufacturing we can breathe a sigh of relief since our part of the process is complete and the manual is out the door. There are times when we’ve had to pull files from the printer because of a late-breaking change, but typically we’re good to go and this doesn’t happen.

Close to the game’s RTM (release to manufacturing) we receive our first copies of the game manual, called first articles, and are able to take a look. Since it is fun to open a package or two at holiday season, I often wait to see the shrink-wrapped game so I can tear it open and experience it the same way our customers will. Hopefully, next time you receive a DVD-sized package of your own, you’ll be curious enough to take a quick look inside the manual before booting up the game. Here’s wishing happy gaming to all and to all a good, although late, night.

Return to Part 1


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