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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!
“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)
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
Localisation disasters




Zero Wing © 1989
Localisation disasters




Final Fantasy VII © 1997
Localisation disasters




Final Fantasy VII © 1997
Localisation disasters




Final Fantasy VII © 1997
Localisation disasters




Final Fantasy VII © 1997
Localisation disasters




Final Fantasy VII © 1997
What should we take into account when
        localising a product?

 a) Translations that are too specific for a culture or a generation
TOO FAR!
Little King’s Story




     Little King’s Story ©XSeed Games 2009


“A blackl lake // A whitel lake // In the morningl”
Fistra




Little King’s Story ©XSeed Games 2009
Main characters
• Howser -> Hauser
• Liam -> Liam
• Verde -> Verdi

Secondary characters
• Mr M. -> M.
• Elaine -> Rosario
• Kenzie -> Darío
• Nicole -> Romilda
• Jaden -> Merluzo
• Mike -> Florentino
• Lunasa -> Aurelia
• Keine -> Belén
• Deon -> Wilfredo
• Sadie -> Concepción
• Adolf -> Rosendo
• Lily -> Pecadora              Little King’s Story
• Caden -> Aznarín              ©XSeed Games 2009
• Shea -> Fabián
• Alena -> Soraya

Other characters
• Xavier, Josh, Merlan, Lyrica, Conner Kaleb, Aidan y Cace.
• Elias, Ariadna, Hortensio, Agapito, Claudio, Aurora, Fecunda, Fistra, Araceli, Tintorro, Grace.
Not all news is bad news!
German version




Hitman: Blood Money ©Eidos-SCi 2006
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
Partly Localised products




CityVille - Hometown, ©Zynga, Inc. 2011.
Source: iPhone App
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
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 in-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 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
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 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
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 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
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
I want to be...
... a games localiser
And now, what?
• Well-written CV.
And now, what?
• Well-written CV.
• Presence on the web.
Website
And now, what?
•   Well-written CV.
•   Presence on the web.
•   Business cards.
•   Experience.
•   Doing something you love.
Never giving up!



Thank you!
Curri Barceló Ávila
• E-mail: curri@localiseme.net
• Twitter: @Currixan
• Facebook: Localisation and Testing With Curri
• Blog: http://localiza-me.blogspot.com

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Video game Localisation and Testing

  • 1.
  • 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. “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
  • 12. What should we take into account when localising a product? a) Translations that are too specific for a culture or a generation
  • 14. Little King’s Story Little King’s Story ©XSeed Games 2009 “A blackl lake // A whitel lake // In the morningl”
  • 15. Fistra Little King’s Story ©XSeed Games 2009
  • 16. Main characters • Howser -> Hauser • Liam -> Liam • Verde -> Verdi Secondary characters • Mr M. -> M. • Elaine -> Rosario • Kenzie -> Darío • Nicole -> Romilda • Jaden -> Merluzo • Mike -> Florentino • Lunasa -> Aurelia • Keine -> Belén • Deon -> Wilfredo • Sadie -> Concepción • Adolf -> Rosendo • Lily -> Pecadora Little King’s Story • Caden -> Aznarín ©XSeed Games 2009 • Shea -> Fabián • Alena -> Soraya Other characters • Xavier, Josh, Merlan, Lyrica, Conner Kaleb, Aidan y Cace. • Elias, Ariadna, Hortensio, Agapito, Claudio, Aurora, Fecunda, Fistra, Araceli, Tintorro, Grace.
  • 17. Not all news is bad news!
  • 18. German version Hitman: Blood Money ©Eidos-SCi 2006
  • 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
  • 20. Partly Localised products CityVille - Hometown, ©Zynga, Inc. 2011. Source: iPhone App
  • 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
  • 22. Blind-folded translation - Dietz, F. (2006) Context Key BAT
  • 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
  • 31. Proofreading Proofreading 4 eyes see better than two
  • 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
  • 43. I want to be... ... a games localiser
  • 44. And now, what? • Well-written CV.
  • 45.
  • 46. And now, what? • Well-written CV. • Presence on the web.
  • 47.
  • 49.
  • 50.
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  • 52.
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  • 55.
  • 56. And now, what? • Well-written CV. • Presence on the web. • Business cards. • Experience. • Doing something you love.
  • 58. Curri Barceló Ávila • E-mail: curri@localiseme.net • Twitter: @Currixan • Facebook: Localisation and Testing With Curri • Blog: http://localiza-me.blogspot.com