Theory and Practice of Games Localisation (MAB2012)

Curri Barceló-Ávila
Curri Barceló-ÁvilaEditor and Collaborator
Theory and Practice of Games
      Localisation: Academic Training vs
     Professional Reality in Spain and the
                United Kingdom

         International Conference on Translation and
       Accessibility in Video Games and Virtual Worlds

            Roehampton University. London, 9th June, 2012




Jennifer Vela Valido                            Curri Barceló Ávila
jvela@jennifervela.com                        hello@localiseme.net
Overview
1. PROFESSIONAL REALITY

2. ACADEMIC TRAINING
   o Academic training in Spain
   o Academic training in the UK
   o Spain vs UK
   o Academic profile

3. RECOMMENDATIONS AND CONCLUSIONS
1. Professional Reality
“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)
Games industry market

• 31.6 billion dollars annually
• 91.98 billion dollars by 2015
• Around 30-50% to world market
            (Chandler, 2012)
Potential markets
                       South-Eastern Asia
Eastern Europe
                 Latin America
                                      Middle East
  “Selling a videogame in an
international market can prove
  huge benefits for its creator”
          (Diana Díaz Montón, 2006)
• Publishers find ways to maximise the
  sales abroad by creating localised
  versions of their games.
• There is still some lack of knowledge
  about how to make the localisation
  process more efficient and smooth,
  yet keeping high quality standards
  and within budget.
• Fast pace industry     Try and Error
Some ignorance of how the industry
          really works.
• Joined in 2005
• Requirements: BA in Translation and
  Interpreting (or equivalent) and fond of
  games
• Good eye for detail
• Good communication skills
• Excellent command of their native
  language and good knowledge of English
Tester’s Training within the company
• One-week training.
• Explanation of tools to use (bug-tracking).
• Reading 70-some pages documents about
  Games industry, Games glossary and
  Company guidelines.

 Ready, steady... You are now a tester!
Tester’s Learning within the company

• Enter bugs (accurately).
• Spending hours playing the same (repetitive
  tasks)
• Use of bug tracking tools (TestTrackPro)
• Format Holders Standards
• Gaming skills to finish as quick as possible
• Games terminology


     3-4 months to reach the required level
Shorten the training process.



Adding this knowledge at university level
Theory and Practice of Games Localisation (MAB2012)
2. Academic training
Academic training in Spain
Academic training in UK
Spain vs UK
Academic profile
3. Recommendations and
      Conclusions
Theory and Practice of Games Localisation (MAB2012)
Theory and Practice of Games Localisation (MAB2012)
Theory and Practice of Games Localisation:
Academic Training vs Professional Reality in
      Spain and the United Kingdom



     Thank you!


Jennifer Vela Valido        Curri Barceló Ávila
@ligeis                             @Currixan
jvela@jennifervela.com    hello@localiseme.net
1 of 22

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Theory and Practice of Games Localisation (MAB2012)

  • 1. Theory and Practice of Games Localisation: Academic Training vs Professional Reality in Spain and the United Kingdom International Conference on Translation and Accessibility in Video Games and Virtual Worlds Roehampton University. London, 9th June, 2012 Jennifer Vela Valido Curri Barceló Ávila jvela@jennifervela.com hello@localiseme.net
  • 2. Overview 1. PROFESSIONAL REALITY 2. ACADEMIC TRAINING o Academic training in Spain o Academic training in the UK o Spain vs UK o Academic profile 3. RECOMMENDATIONS AND CONCLUSIONS
  • 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. Games industry market • 31.6 billion dollars annually • 91.98 billion dollars by 2015 • Around 30-50% to world market (Chandler, 2012)
  • 6. Potential markets South-Eastern Asia Eastern Europe Latin America Middle East “Selling a videogame in an international market can prove huge benefits for its creator” (Diana Díaz Montón, 2006)
  • 7. • Publishers find ways to maximise the sales abroad by creating localised versions of their games. • There is still some lack of knowledge about how to make the localisation process more efficient and smooth, yet keeping high quality standards and within budget. • Fast pace industry Try and Error
  • 8. Some ignorance of how the industry really works.
  • 9. • Joined in 2005 • Requirements: BA in Translation and Interpreting (or equivalent) and fond of games • Good eye for detail • Good communication skills • Excellent command of their native language and good knowledge of English
  • 10. Tester’s Training within the company • One-week training. • Explanation of tools to use (bug-tracking). • Reading 70-some pages documents about Games industry, Games glossary and Company guidelines. Ready, steady... You are now a tester!
  • 11. Tester’s Learning within the company • Enter bugs (accurately). • Spending hours playing the same (repetitive tasks) • Use of bug tracking tools (TestTrackPro) • Format Holders Standards • Gaming skills to finish as quick as possible • Games terminology 3-4 months to reach the required level
  • 12. Shorten the training process. Adding this knowledge at university level
  • 19. 3. Recommendations and Conclusions
  • 22. Theory and Practice of Games Localisation: Academic Training vs Professional Reality in Spain and the United Kingdom Thank you! Jennifer Vela Valido Curri Barceló Ávila @ligeis @Currixan jvela@jennifervela.com hello@localiseme.net