Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 21, 2017
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Karin E Skoog's Member Blogs

Posted by Karin E Skoog on Sat, 16 Nov 2013 09:36:00 EST in Design, Console/PC
Instead of building games upon predestined outcomes, what if developers constructed puzzles to enable the creativity of players, so player insight could be applied to these puzzles, thereby expanding the overall understanding of the surrounding story?


Posted by Karin E Skoog on Sat, 09 Nov 2013 03:13:00 EST in Business/Marketing, Console/PC
With such enormous variations in Spanish across the Americas, just how are game translators able to account for linguistic differences, maintaining an immersive gameplay experience consistent throughout an entire region? Find out in this article!


Posted by Karin E Skoog on Wed, 23 Oct 2013 07:36:00 EDT in Business/Marketing
LAI explores the ways in which over-localization impacts games in the marketplace.


Posted by Karin E Skoog on Thu, 05 Sep 2013 03:17:00 EDT in Design, Console/PC, Indie
This article explores the African perspective of art and its use in relation to a specific segment of games currently being developed in emerging markets around the world - culturally-based games.


Posted by Karin E Skoog on Tue, 26 Feb 2013 09:55:00 EST in Business/Marketing, Social/Online, Smartphone/Tablet
While established studios now dedicate the time & resources necessary to solid translation, tools like Google Translate have given rise to a new sector of poorly translated games – games from indies looking for the “quick-fix" solution to global markets.


Posted by Karin E Skoog on Fri, 16 Nov 2012 10:59:00 EST in Business/Marketing, Console/PC, Indie, Smartphone/Tablet
Myth #5: Everyone in the gaming world speaks English, so it’s a waste of money to professionally translate my game. If nothing else, I’ll run it through Google Translate for other languages. That'll be good enough. (A:For the love of games - DON'T DO IT!)


Myth #4: My friend/relative/significant other/guy down the street speaks (insert language), I’ll just have him/her translate my game. - A:Your game and company brand are at stake, and gamers know what they want when it comes to quality.


Posted by Karin E Skoog on Fri, 09 Nov 2012 10:21:00 EST in Business/Marketing, Social/Online, Smartphone/Tablet
Myth #3: Prior localization efforts are unnecessary to current translators of my games. - Learn how to avoid paying threefold unnecessarily by effectively utilizing work that has already been done and sidestep avoidable quality issues.


Posted by Karin E Skoog on Tue, 06 Nov 2012 10:26:00 EST in Business/Marketing, Smartphone/Tablet
Myth #2: Translation vendors are all built the same. There's no difference in one agency versus another. A: Without a broad understanding of the quality issues you may encounter, you are risking financial loss due to consumer dropoff.


Despite the importance of making games available in a variety of languages for gamers across global markets, translation and localization is still a source of confusion for many game developers and publishers. Click to learn about the top 5 myths.


[Previous] | [Next]