3. “Selling a videogame in an
international market can prove huge
benefits for its creator”
(Diana Monzón, 2006: 4)
CHA-CHING!
4. “The games industry creates more
benefits than the movie industry in
the UK and US markets alone, an
industry that brings people out
from cinemas and television and
sits them with their controllers to
play during hours instead.”
(Chatfield, Tom. 2009)
5. What is ‘Localisation’?
“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
19. 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
21. 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
23. 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
24. 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
e) Specific requirements for each market or culture
26. 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
e) Specific requirements for each market or culture
f) Knowing what you are localising
27. 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/
28. 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
e) Specific requirements for each market or culture
f) Knowing what you are localising
g) Choosing the right translator
29. Making sure the right translator is
chosen
Making sure they are the right one
Assign each project the to right translator
30. 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
e) Specific requirements for each market or culture
f) Knowing what you are localising
g) Choosing the right translator
h) Proofreading
32. 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.
33.
34. 1. Ability to perform repetitive tasks
• Version 1 Errors
• Focus on a task
• Find BUGS…
35. Coding error in a
computer
program that
prevents it from
functioning as
designed.
36. 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
37. 2. Attention to detail
• Observation
• Photographic memory
• Able to see changes
38. 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
39. 4. Gaming skills
Fond of videogames / Being a gamer
Important but not absolutely necessary
40. 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
41. 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!
42. 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