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
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
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!