With 5,381 individuals listed in its credit, CD Projekt Crimson’s Cyberpunk 2077 is likely one of the sport business’s largest productions up to now. And because it seems, virtually half of these individuals contributed to the sport’s localization.
As a part of gamerlifemedia’s Tradition Shock problem, we requested developer CD Projekt Crimson to make clear the work concerned in localizing a venture of this scale — an open-world sport containing roughly 1.1 million phrases translated into 19 languages, and practically 82,000 traces recorded by voice actors in 11 of these languages. The studio broke down the numbers, and talked us by why it took hundreds of individuals to correctly put together Cyberpunk 2077 for a worldwide viewers.
It’s vital to notice that CD Projekt Crimson got here to its sci-fi role-playing sport with extra assets than can be found to most studios, because of the success of video games like The Witcher 3: Wild Hunt, which has offered greater than 50 million copies. That enabled the group to chew off a venture of this dimension to start with. Nevertheless, simply as different elements of the studio bumped into roadblocks at launch, that didn’t cease the localization group from hitting a couple of challenges alongside the best way.
So why did it take so many individuals to localize the sport? Briefly: voice performing.
Localization by the numbers
In accordance with CD Projekt Crimson’s numbers, 2,456 individuals contributed to Cyberpunk 2077’s localization — greater than 45% of the individuals who labored on the sport in whole. That included 20 individuals on the inner localization group; 117 translators, editors, and proofreaders; 120 localization quality-assurance testers; 233 venture managers, voice-over administrators, voice-over engineers, and manufacturing roles; and 1,966 voice-over actors.

This week on gamerlifemedia, we’re how cultural variations have an effect on media in a particular problem we’re calling Tradition Shock.
Some caveats: When tallying up numbers of this type, it’s practically inconceivable to account for each edge case. Take into account: If a designer made a localization suggestion in a gathering, do they depend towards the group concerned with localization? (On this case, no.) It’s additionally tough to categorise sure roles; if an artist hung out drawing graffiti in a number of languages, do they depend? (Additionally no.) As well as, the supplied totals don’t take note of writing that was minimize or rewritten throughout the improvement course of, solely what ended up within the sport up by the discharge of model 2.0. Nor do they account for employees that handled native rankings boards and changes like censoring nudity. And the massive one: These weren’t all full-time workers.
The nice majority of individuals accounted for in these numbers weren’t CD Projekt Crimson workers, however contractors or workers of exterior companies. The group made some extent of hiring particular companies for every language — fairly than outsourcing all languages to a single firm — to enhance high quality management, says CD Projekt Crimson knowledgeable localization venture supervisor Alexander Radkevich. That added to the overhead required to handle the totally different factors of contact.
The numbers replicate a sprawling solid that might convey verisimilitude to Night time Metropolis. CD Projekt Crimson localization director Mikołaj Szwed estimates that, for every language, the corporate introduced in 120-200 actors, and says that it wasn’t at all times a easy strategy of discovering the proper individuals for the roles. Within the case of the character Takemura, who was designed to not be a local English speaker, the group struggled to seek out actors in sure languages; it introduced in an actor who commuted between Berlin and Tokyo to file traces for the German model of the sport.
For textual content translation, the group deliberate schedules round a baseline tempo of two,000 phrases per translator per day. By that math, it will have taken a single translator about 550 weeks to cowl a single language, not accounting for high quality assurance, voice performing, and different steps within the course of. The group cut up every language into teams to distribute the work. For QA alone, the venture averaged 4 to 6 testers per language.

One other huge a part of the method concerned translating the script into English within the first place. Whereas CD Projekt Crimson relies in Warsaw, Poland, and the Cyberpunk 2077 script was initially written in Polish, Szwed refers to English because the “most vital” language — each as a result of it reaches the biggest variety of gamers and creates a base for translators to then convey the sport into different languages, because it’s simpler to seek out translators to work off an English script than a Polish one. (Cyberpunk 2077 can also be set in a futuristic United States, and CD Projekt Crimson says {that a} bigger proportion of gamers in Poland performed the sport in English than did with The Witcher 3, which Radkevich attributes to the sport’s setting.)
Due to the necessity for English as a base, CD Projekt Crimson employs an English adaptation group that translated the Polish textual content at an early stage, with that group beginning the interpretation course of on the identical time it started writing the first model of the script, and beginning background work even earlier than that — which Szwed says made the localization group really feel like a central a part of the general venture.
“For me, it’s at all times humorous when individuals say, ‘Oh, I wish to play within the unique language,’” Szwed says. “For us, it’s like, ‘OK, so… Polish, or what?’ English is already an adaptation of the Polish supply, so if you wish to play within the unique, play in Polish, despite the fact that the English voice-overs are recorded first. So it’s not that straightforward to pinpoint.”
When a venture includes hundreds of individuals, even the slightest change has magnitude.
Whereas a studio working in a single language with out voice performing could possibly make important script adjustments late in manufacturing with out problem, late adjustments on Cyberpunk 2077 required a significant elevate. Tweaks to translated materials meant matching the adjustments throughout a number of languages and wrangling actors again into the studio to file new traces, says Szwed.
Szwed and Radkevich each level to extra voice recording classes, or “pickups,” as the toughest a part of the method, since they wished the sport’s story to be as robust as potential but additionally needed to handle the schedule. The 2 objectives have been typically at odds.
The group additionally didn’t have in-house venture managers overlaying each language they deliberate to launch the sport in. So whereas Szwed oversaw the exterior group engaged on the German translation, and Radkevich oversaw the exterior group engaged on the Russian translation (and others dealt with totally different languages), CD Projekt Crimson didn’t have equal group members to supervise each localized model. Szwed says it’s vital to make exterior companies really feel like companions, and in some instances, the group needed to belief its companions with out having the ability to examine the work internally.
Szwed says having a supervisor in place for each language is the localization group’s “final purpose” for future tasks. However even having somebody inner doesn’t at all times make it potential to examine every part, based on Szwed, given the amount of textual content and voice-over traces concerned.

One particular problem the group bumped into got here in September 2023, when CD Projekt Crimson launched Cyberpunk 2077’s 2.0 replace. The huge patch fastened or improved plenty of the sport’s technical and gameplay points and added a Ukrainian language possibility, however the Ukrainian translation included anti-Russian statements, reminiscent of, “Go fuck your self in the identical route because the ship did,” as reported by Rock Paper Shotgun.
The CD Projekt Group has publicly supported Ukraine in its conflict towards Russia, halting gross sales of its video games in Russia and Belarus and donating cash to assist Ukrainian refugees, however stated that it didn’t intend to incorporate unfavorable in-game commentary. The corporate stated these translations got here from an exterior company that didn’t observe the studio’s pointers.
“It is a very, very tough scenario, and we as an organization, we now have been very vocal on the place we stand on the matter. Additionally within the sense that, for instance, we determined to create, and supply our Ukrainian followers with, a Ukrainian localization, and do it after the discharge of Cyberpunk, and do it each as a result of we really feel that the market is promising but additionally as an announcement of our help to the Ukrainians,” says Szwed. “And with such an enormous venture with so many individuals concerned, there are at all times some rogue issues taking place — you can not management every part — so, I imply, that was a kind of conditions.”
“The video games are large,” Szwed provides. “So in fact we attempt to examine as a lot as we are able to, nevertheless it’s by no means potential to learn by each single line, each single string. And naturally, we have to give our companions some pointers. There was a scenario right here that the rules of what’s acceptable for us by way of altering or including stuff to the sport [were] form of crossed. So in fact, we needed to form of present this suggestions. However typically, we belief our companions, and principally, such issues occur very, very hardly ever. We might hear far more about it if it occurred often.”
Nearly three years after launching Cyberpunk 2077, CD Projekt Crimson adopted it with Phantom Liberty — an enlargement that added roughly 450,000 phrases and round 25,000 voice-over traces. Subsequent up: The Witcher 4, alongside quite a lot of smaller video games and transmedia tasks that the localization group handles in parallel with its larger tasks.
When Szwed began at CD Projekt Crimson in 2013, he was the one particular person on the studio’s inner localization group. Now, the group includes greater than 20 individuals who oversee greater than 2,000 exterior contributors, and has a hand in most of what the corporate does. Szwed says that engaged on massive productions provides stress, however can also be a part of what makes the job thrilling.
“Engaged on an enormous sport for a number of years is rarely not disturbing,” he says, “since you at all times have this anticipation whether or not individuals will prefer it, whether or not individuals will like what you’ve accomplished, not solely in localization however normal of the sport.”
And regardless of the early struggles, Cyberpunk 2077 has now offered over 30 million copies — with Phantom Liberty including one other 8 million — giving the group loads of leeway to do the entire course of once more.