Recently I wrote a blog post where I describe how to check localization of a game for free, with almost no effort. It was aimed at indie game developers. I reposted it at Reddit’s /r/gamedev and in the discussion that followed it occurred that a localization style guide is rather an unknown tool for indie game developers. And from my perspective it is one of the most informative and easy to create tools, that has amazing, positive impact on game localization quality.
Indie game developers are constantly reminded of “develop your game with localization in mind”. You must be fed up with this. Even I, as a translator and localizer, am bored with all the “do not use texts in images”, “translations to other languages tend to be shorter or longer”, “pay attention to placeholders” etc. All of this is VERY important, but you already know this. Yet, there are some less technical solutions that can be as important when “developing a game with localization in mind”. What I mean here is a style guide.
Today Kilgray (creators of memoQ CAT tool) published their Trend Report 2018.
I just finished reading it and below some of my quick comments and impressions.
Recently I have been exchanging e-mails with Cassie Nantais from Borealys Games. We were wrapping up Polish localization of Mages of Mystralia.
When she wrote:
I think we were lucky because we didn’t have much complaint from the community for the translation except from some Chinese players. It was at that moment that we really realized that we don’t have the power and money to verify the quality of the translation of the company we hire. It’s good to know people in this field so you can hire freelancers you trust. But it’s hard to know someone for all the languages. We had the chance to know someone personally for the Japanese version of our game and to have you for the Polish version.
It struck me I have to expand this article (which was almost ready at that moment), as the need for quality localizations is ubiquitous and developers require some ways to control the translations they receive form their localization specialists. Yet the developers are restricted in this field mostly with time and money.
So is there a quick and inexpensive way you – a game developer – can check the localization quality of strings translated to foreign languages by your language professionals?
Money is the most burning aspect of localization.
This is the first part of at least 3-post series in which I will focus on costs of game localization.
Having received many questions concerning a simple method of calculating game localization cost I decided to create a small application just for that.
This post is an answer to game developers’ question “but what really and in detail happens with the strings when you get the file for localization?” I will add videos in which I show, how to prepare translation files and localize games in memoQ CAT tool.
MICHAŁ TOSZA
Game/IT software localizer
TRANSLATOR SINCE 2004
Game, software localization
+1,500,000 WORDS TRANSLATED IN:
Computer, console, tabletop games
+13,000,000 WORDS TRANSLATED FOR:
WB, Google, Microsoft, Apple & many others
+700 HOURS OF TRAININGS FOR:
Translators, teachers, lecturers, universities
TOMASZ KONTNY
Writer/editor/game producer
WRITER/EDITOR SINCE 2003
Games, comics, books, plays
+15 GAMES IN +6 YEARS:
Experience in game development (publisher)
+500 PAGES:
Of comicbooks printed
+1,000,000 WORDS:
Written, created, brought to life
RECENTLY LOCALIZED: