How we work

Within years of game localization we developed a structured plan of localization.

Of course, each project is individual, and often we must adapt to situation and revise the process, but usually everything looks like this:

Meet the game​

Our managers and / or translators play the game or watch available videos if any exist or recorded by developers. It is important that at least one manager should be familiar with the game before starting localization. He inspects the game along with the in-game texts, provided by the developers or extracted by us. Manager examines key critical aspects that may affect the localization process, like interface limits, usage of variables, syntax, and so on.

If developers do not have own lockit (a set of all related materials, instructions, etc.) or a style guide, but proper translation of the game will require such, we start preparing such, based on our templates.

Translation​

Along with getting familiar with game, we also prepare selected CAT-tool, glossaries, connect translation memories.

When we fill confident our translators have all instructions, they receive access to texts and translation starts. For fast communication we use chat systems, so any question can be answered in several minutes. Our managers work like a link between translators and developers, so be prepared to receive many feedbacks and questions from us.

Usually during this phase we work with in-game texts and assets as well: textures, fonts etc.

Testing, round 1​

When first phase of localization is done, we need to see results in game. We or devs compile test builds for translators/editors, so they could check translation directly in game.

Game environment helps to see clearer picture and check UI (on this stage it’s the most important) and possible contextual errors.

Editing

Along with the first wave of testing we start editing phase. If project is small, translators do editing, checking each other (when work in pairs or trio). If project is big, we have dedicated editors — another pair of eyes — to check/correct overall style. Here we should ensure that translation follows the style, some language specific issues are fixed, idioms are used correctly, everything is connected and looks naturally.

It’s one of the most important phases in game localization.

Testing, round 2

Additional testing won’t harm. If the project is huge and branched (non-linear), with the consent of the developers we can share updated test build with testers to see how they perceive translation.

Often this stage is also completed by translators as speedrun, last translation revisions are done.

Proofreading

Last official stage, where with help of different tools and sharp eyes we finish localization with grammar check: spell-check, punctuation check etc.

Community Feedbacks

After the release we track all feedbacks for some period to find out gamers’ perception of the game, paying special attention to localization feedbacks. This allows us to finalize translation and ensure its quality.

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Text Localization

All text will be translated, localized or transcreated, proofread and tested.

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Assets localization

We draw extended characters for your fonts and localize important assets.

What are we talking about?​

QA and QC

We can work as your internal Quality Assurance and Localization Quality Assurance teams.

How can we do that?

Marketing materials

Descriptions, websites, feedbacks, news and more.

How can we support you here?

Voiceover

We work with recording studios and actors to give your voiceover natural speech.

What can we do?