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QA, Localisation & Experience: The Perfect Combination for the Best Localisation (Media4All2011)
Console games, PC, Arcade games,
  Facebook applications, phone
applications, smartphones, mobile
      games, online games…
“Selling a videogame in an
international market can prove huge
       benefits for its creator”
           (Diana Monzón, 2006: 4)




     CHA-CHING!
“Localisation is the adaptation of a product,
  application or document content to meet
       the language, culture and other
  requirements of a specific target market”
           (Melanie D. Flanders, 2006).


             Message = Same effect
What should we take into account when
        localising a product?

 a) Translations that are too specific for a culture or a generation
 b) Unfinished or partly localised Localisations
Happy Aquarium, 2010.
What should we take into account when
        localising a product?

 a) Translations that are too specific for a culture or a generation
 b) Unfinished or partly localised Localisations
 c) Lack of context or poor knowledge of the in-game
Blind-folded translation - Dietz, F. (2006)


Context         Key

  BAT
Making sure everything is
              understood

Making sure the translator understands everything
  Collaboration and communication client-translator
What should we take into account when
        localising a product?
a) Translations that are too specific for a culture or a generation
b) Unfinished or partly localised Localisations
c) Lack of context or poor knowledge of the in-game
d) Poor knowledge of the source language or culture
What should we take into account when
        localising a product?
a) Translations that are too specific for a culture or a generation
b) Unfinished or partly localised Localisations
c) Lack of context or poor knowledge of the game
d) Poor knowledge of the source language or culture
e) Specific requirements for each market or culture
German version
What should we take into account when
        localising a product?
a) Translations that are too specific for a culture or a generation
b) Unfinished or partly localised Localisations
c) Lack of context or poor knowledge of the game
d) Poor knowledge of the source language or culture
e) Specific requirements for each market or culture
f) Knowing what you are localising
Knowing what you are localising

Familiarising with the product
  Play the game/Use the software




            Source: http://techgyo.com/index.php/play-your-favorite-video-games-in-pc/
What should we take into account when
        localising a product?
a) Translations that are too specific for a culture or a generation
b) Unfinished or partly localised Localisations
c) Lack of context or poor knowledge of the game
d) Poor knowledge of the source language
e) Specific requirements for each market or culture
f) Knowing what you are localising
g) Choosing the right translator
Making sure the right translator is
              chosen
Making sure they are the right one
  Assign each project the to right translator
What should we take into account when
        localising a product?
a) Translations that are too specific for a culture or a generation
b) Unfinished or partly localised Localisations
c) Lack of context or poor knowledge of the game
d) Poor knowledge of the source language or culture
e) Specific requirements for each market or culture
f) Knowing what you are localising
g) Choosing the right translator
h) Proofreading
Proofreading

Proofreading   4 eyes see better than two
Quality Assurance
Quality assurance is a planned and
  systematic pattern of all actions
   necessary to provide adequate
confidence that the product optimally
   fulfil customers’ expectations.
1. Ability to perform repetitive tasks
• Version 1 Errors
• Focus on a task
• Find BUGS…
Coding error in a
   computer
  program that
prevents it from
 functioning as
   designed.
1. Ability to perform repetitive tasks
•    Version 1 Errors
•    Focus on a task
•    Find bugs…
•    Report bugs
•    Continue testing
•    Finish game
•    Wait for new version
•    Start process again
2. Attention to detail

• Observation
• Photographic memory
• Able to see changes
3. Language skills
• Writing Skills
• Good Grammar, Spelling, Punctuation
• Make sure the text is accurate and easy to
  understand
• Localisation Foreign Language Skill
• Localisation Last link in Localisation chain
• Make sure everything is in the same language
4. Gaming skills
Fond of videogames / Being a gamer
  Important but not absolutely necessary
5. Communication skills
• Communication Talking
• Communication Making sure the right
  message received by the right person
• Communication is KEY
• Communicate problems Is it worth testing?
• Communicate solutions We can fix it soon
6. Knowing the target public

•   It is important Do NOT ignore.
•   Testers know what the gamer/user wants.
•   Knowing the game you are creating is key.
•   If a game is not good, don’t blame the tester!
7. Good Knowledge of Platform
           Holders’ Standards


• Console, PC, Smartphones, Online, Betting games.
• Videogames Nintendo, Sony & Microsoft.
• Wrong Game Standards Game NOT approved
   Fails submission Game is NOT distributed
Conclussion
• Localiser and developer/client work closely, helping each other
  with context, standards, providing screenshots or even the
  game to the localiser.

• A proper quality assurance
  is carried out, as it is the
  last stop i nthe localisation
  of any game.



   Thank you!
Curri Barceló Ávila
• E-mail: curri@localiseme.net
• @Currixan
• Blogs:
  – http://localiza-me.blogspot.com (Spanish)
  – http://localiseme.blogspot.com (English)

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QA, Localisation & Experience: The Perfect Combination for the Best Localisation (Media4All2011)

  • 2. Console games, PC, Arcade games, Facebook applications, phone applications, smartphones, mobile games, online games…
  • 3. “Selling a videogame in an international market can prove huge benefits for its creator” (Diana Monzón, 2006: 4) CHA-CHING!
  • 4. “Localisation is the adaptation of a product, application or document content to meet the language, culture and other requirements of a specific target market” (Melanie D. Flanders, 2006). Message = Same effect
  • 5. What should we take into account when localising a product? a) Translations that are too specific for a culture or a generation b) Unfinished or partly localised Localisations
  • 7. What should we take into account when localising a product? a) Translations that are too specific for a culture or a generation b) Unfinished or partly localised Localisations c) Lack of context or poor knowledge of the in-game
  • 8. Blind-folded translation - Dietz, F. (2006) Context Key BAT
  • 9. Making sure everything is understood Making sure the translator understands everything Collaboration and communication client-translator
  • 10. What should we take into account when localising a product? a) Translations that are too specific for a culture or a generation b) Unfinished or partly localised Localisations c) Lack of context or poor knowledge of the in-game d) Poor knowledge of the source language or culture
  • 11. What should we take into account when localising a product? a) Translations that are too specific for a culture or a generation b) Unfinished or partly localised Localisations c) Lack of context or poor knowledge of the game d) Poor knowledge of the source language or culture e) Specific requirements for each market or culture
  • 13. What should we take into account when localising a product? a) Translations that are too specific for a culture or a generation b) Unfinished or partly localised Localisations c) Lack of context or poor knowledge of the game d) Poor knowledge of the source language or culture e) Specific requirements for each market or culture f) Knowing what you are localising
  • 14. Knowing what you are localising Familiarising with the product Play the game/Use the software Source: http://techgyo.com/index.php/play-your-favorite-video-games-in-pc/
  • 15. What should we take into account when localising a product? a) Translations that are too specific for a culture or a generation b) Unfinished or partly localised Localisations c) Lack of context or poor knowledge of the game d) Poor knowledge of the source language e) Specific requirements for each market or culture f) Knowing what you are localising g) Choosing the right translator
  • 16. Making sure the right translator is chosen Making sure they are the right one Assign each project the to right translator
  • 17. What should we take into account when localising a product? a) Translations that are too specific for a culture or a generation b) Unfinished or partly localised Localisations c) Lack of context or poor knowledge of the game d) Poor knowledge of the source language or culture e) Specific requirements for each market or culture f) Knowing what you are localising g) Choosing the right translator h) Proofreading
  • 18. Proofreading Proofreading 4 eyes see better than two
  • 19. Quality Assurance Quality assurance is a planned and systematic pattern of all actions necessary to provide adequate confidence that the product optimally fulfil customers’ expectations.
  • 20. 1. Ability to perform repetitive tasks • Version 1 Errors • Focus on a task • Find BUGS…
  • 21. Coding error in a computer program that prevents it from functioning as designed.
  • 22. 1. Ability to perform repetitive tasks • Version 1 Errors • Focus on a task • Find bugs… • Report bugs • Continue testing • Finish game • Wait for new version • Start process again
  • 23. 2. Attention to detail • Observation • Photographic memory • Able to see changes
  • 24. 3. Language skills • Writing Skills • Good Grammar, Spelling, Punctuation • Make sure the text is accurate and easy to understand • Localisation Foreign Language Skill • Localisation Last link in Localisation chain • Make sure everything is in the same language
  • 25. 4. Gaming skills Fond of videogames / Being a gamer Important but not absolutely necessary
  • 26. 5. Communication skills • Communication Talking • Communication Making sure the right message received by the right person • Communication is KEY • Communicate problems Is it worth testing? • Communicate solutions We can fix it soon
  • 27. 6. Knowing the target public • It is important Do NOT ignore. • Testers know what the gamer/user wants. • Knowing the game you are creating is key. • If a game is not good, don’t blame the tester!
  • 28. 7. Good Knowledge of Platform Holders’ Standards • Console, PC, Smartphones, Online, Betting games. • Videogames Nintendo, Sony & Microsoft. • Wrong Game Standards Game NOT approved Fails submission Game is NOT distributed
  • 29. Conclussion • Localiser and developer/client work closely, helping each other with context, standards, providing screenshots or even the game to the localiser. • A proper quality assurance is carried out, as it is the last stop i nthe localisation of any game. Thank you!
  • 30. Curri Barceló Ávila • E-mail: curri@localiseme.net • @Currixan • Blogs: – http://localiza-me.blogspot.com (Spanish) – http://localiseme.blogspot.com (English)