
Here you have some information about the Conference of Game localization, given by Carme Mangiron.
What are video games?
According to Frasca video games are any kind of computer-based entertainment software.
Platforms: Arcade, PC (including online games), Consoles (PlayStation), Handheld (PSP, Nintendo D.S), Mobile Phones.
Games Genre:
- Action and adventure
- Fighting
- Shooting
- Platform
- Sport
- Role playing games
- Strategy
- Simulation
- Quiz and party
INDUSTRY
- World-wide entertainment phenomenon
- Software sales of $ 11,7 billion in 2008, a 22,9 % has increased over 2007 (ESA, 2009).
- Games make up to 50% of revenue from international sales.
- Many games localised into 10 languages as standard.
- Dynamic sector influenced by technological advancements.
What is game localization?
- Adapting video games to different target markets.
- It involves complex technical, linguistic, cultural, legal and marketing processes.
- Skopos (the purpose, why is it for? Why is the translation made?) of game localization reproduce the gameplay experience of the original while preserving its “look and feel” and functionality.
- New translation modality combining features of technical translation, software localization, AVT and literary translation.
- Multimedia, interactive text designed to entertain.
- Most games developed in English and Japanese.
- English often used as pivot language.
ASSETS TO LOCALIZE
- In game text.
UI (menus, tutorials, help messages)
Descriptive and narrative passages
Non voiceover dialogues
- Art assets (textual graphics)
- Audio and cinematic assets (script for subtitling, songs…)
- Instruction manual, packaging
LOCALIZATION MODELS
- In-house/post-gold (final version)
- Outsourcing/sim-ship (to release the game internationally at the same time)
LOCALIZATION PROCESS
- Pre-localization (in-house model)
- Localization
- Post-localization
USER INTERFACE
- System messages
- Descriptive and narrative passages
NON VOICEOVER DIALOGUES
ART ASSETS
AUDIO AND CINEMATIC ASSETS
MANUAL AND PACKAGING
CHALLENGES AND PRIORITIES
- Game should feel like an original
- Preserve gameplay experience of original
- Meet target players’ expectations
- Adaptation of culture-specific items
- Creativity
- Use of ideomatic language
EXAMPLES
- Meet target players’ expectations (cultural adaptation)
- Translation of humor
CONSTRAINS
- Space limitation and creativity
- Multiple semiotic channels
- Subordination of written text to image
- Body language
TRANSLATOR’S COMPETENCE
- Excellent knowledge of source and target language and cultures
- Intercultural awareness
- Game literacy
-Knowledge of global pop culture
- Familiarity with software localisation
- Creativity
- Research skills
-Ability to work in team
-Flexibility
-Ability to work under pressure and meet deadlines.
See you in the next live broadcast!!! :)
- Software sales of $ 11,7 billion in 2008, a 22,9 % has increased over 2007 (ESA, 2009).
- Games make up to 50% of revenue from international sales.
- Many games localised into 10 languages as standard.
- Dynamic sector influenced by technological advancements.
What is game localization?
- Adapting video games to different target markets.
- It involves complex technical, linguistic, cultural, legal and marketing processes.
- Skopos (the purpose, why is it for? Why is the translation made?) of game localization reproduce the gameplay experience of the original while preserving its “look and feel” and functionality.
- New translation modality combining features of technical translation, software localization, AVT and literary translation.
- Multimedia, interactive text designed to entertain.
- Most games developed in English and Japanese.
- English often used as pivot language.
ASSETS TO LOCALIZE
- In game text.
UI (menus, tutorials, help messages)
Descriptive and narrative passages
Non voiceover dialogues
- Art assets (textual graphics)
- Audio and cinematic assets (script for subtitling, songs…)
- Instruction manual, packaging
LOCALIZATION MODELS
- In-house/post-gold (final version)
- Outsourcing/sim-ship (to release the game internationally at the same time)
LOCALIZATION PROCESS
- Pre-localization (in-house model)
- Localization
- Post-localization
USER INTERFACE
- System messages
- Descriptive and narrative passages
NON VOICEOVER DIALOGUES
ART ASSETS
AUDIO AND CINEMATIC ASSETS
MANUAL AND PACKAGING
CHALLENGES AND PRIORITIES
- Game should feel like an original
- Preserve gameplay experience of original
- Meet target players’ expectations
- Adaptation of culture-specific items
- Creativity
- Use of ideomatic language
EXAMPLES
- Meet target players’ expectations (cultural adaptation)
- Translation of humor
CONSTRAINS
- Space limitation and creativity
- Multiple semiotic channels
- Subordination of written text to image
- Body language
TRANSLATOR’S COMPETENCE
- Excellent knowledge of source and target language and cultures
- Intercultural awareness
- Game literacy
-Knowledge of global pop culture
- Familiarity with software localisation
- Creativity
- Research skills
-Ability to work in team
-Flexibility
-Ability to work under pressure and meet deadlines.
See you in the next live broadcast!!! :)




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