QA, Localisation & Experience: The Perfect Combination for the Best Localisation (Media4All2011)

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My presentation at the 4th International Media 4 All Conference - Audiovisual Translation: Taking Stock. London, June 2011.

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QA, Localisation & Experience: The Perfect Combination for the Best Localisation (Media4All2011)

  1. 1. Console games, PC, Arcade games, Facebook applications, phoneapplications, smartphones, mobile games, online games…
  2. 2. “Selling a videogame in aninternational market can prove huge benefits for its creator” (Diana Monzón, 2006: 4) CHA-CHING!
  3. 3. “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
  4. 4. 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
  5. 5. Happy Aquarium, 2010.
  6. 6. 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
  7. 7. Blind-folded translation - Dietz, F. (2006)Context Key BAT
  8. 8. Making sure everything is understoodMaking sure the translator understands everything Collaboration and communication client-translator
  9. 9. What should we take into account when localising a product?a) Translations that are too specific for a culture or a generationb) Unfinished or partly localised Localisationsc) Lack of context or poor knowledge of the in-gamed) Poor knowledge of the source language or culture
  10. 10. What should we take into account when localising a product?a) Translations that are too specific for a culture or a generationb) Unfinished or partly localised Localisationsc) Lack of context or poor knowledge of the gamed) Poor knowledge of the source language or culturee) Specific requirements for each market or culture
  11. 11. German version
  12. 12. What should we take into account when localising a product?a) Translations that are too specific for a culture or a generationb) Unfinished or partly localised Localisationsc) Lack of context or poor knowledge of the gamed) Poor knowledge of the source language or culturee) Specific requirements for each market or culturef) Knowing what you are localising
  13. 13. Knowing what you are localisingFamiliarising with the product Play the game/Use the software Source: http://techgyo.com/index.php/play-your-favorite-video-games-in-pc/
  14. 14. What should we take into account when localising a product?a) Translations that are too specific for a culture or a generationb) Unfinished or partly localised Localisationsc) Lack of context or poor knowledge of the gamed) Poor knowledge of the source languagee) Specific requirements for each market or culturef) Knowing what you are localisingg) Choosing the right translator
  15. 15. Making sure the right translator is chosenMaking sure they are the right one Assign each project the to right translator
  16. 16. What should we take into account when localising a product?a) Translations that are too specific for a culture or a generationb) Unfinished or partly localised Localisationsc) Lack of context or poor knowledge of the gamed) Poor knowledge of the source language or culturee) Specific requirements for each market or culturef) Knowing what you are localisingg) Choosing the right translatorh) Proofreading
  17. 17. ProofreadingProofreading 4 eyes see better than two
  18. 18. Quality AssuranceQuality assurance is a planned and systematic pattern of all actions necessary to provide adequateconfidence that the product optimally fulfil customers’ expectations.
  19. 19. 1. Ability to perform repetitive tasks• Version 1 Errors• Focus on a task• Find BUGS…
  20. 20. Coding error in a computer program thatprevents it from functioning as designed.
  21. 21. 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
  22. 22. 2. Attention to detail• Observation• Photographic memory• Able to see changes
  23. 23. 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
  24. 24. 4. Gaming skillsFond of videogames / Being a gamer Important but not absolutely necessary
  25. 25. 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
  26. 26. 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!
  27. 27. 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
  28. 28. Conclussion• Localiser and developer/client work closely, helping each other with context, standards, providing screenshots or even the game to the localiser.• A proper quality assurance is carried out, as it is the last stop i nthe localisation of any game. Thank you!
  29. 29. Curri Barceló Ávila• E-mail: curri@localiseme.net• @Currixan• Blogs: – http://localiza-me.blogspot.com (Spanish) – http://localiseme.blogspot.com (English)

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