LocJam is a game localization contest held between April 5-13, 2014. This presentation covers all the localization insights that Curri Barceló and Jennifer Vela-Valido gave in workshop in London on April 5.
Topics include:
- Wordplay
- Cultural adaptation
- Lack of context and space limits
For more details about the LocJAM competition http://locjam.org
22. 20042004--20062006 Nintendo DSNintendo DS
Sony PlayStation PortableSony PlayStation Portable
Microsoft Xbox 360Microsoft Xbox 360
Sony PlayStation 3Sony PlayStation 3
23. 20062006--20102010
Nintendo Wii + Canal Tienda WiiNintendo Wii + Canal Tienda Wii
Sony PlayStation Move +Sony PlayStation Move +
mando de navegacimando de navegacióónn
Microsoft KinectMicrosoft Kinect
30. “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 gets them to sit
with their controllers to play
during hours instead”
(Chatfield, Tom. 2009)
Videogame industryVIDEOGAME INDUSTRY
31. • 61 billion dollars (Forbes);
• 91 billion dollars by 2015 (Chandler,
Heather 2012);
• 30-50% comes from the international
market (Chandler, Heather 2012).
Videogame industryVIDEOGAME INDUSTRY
33. “Localisation is the adaptation of a
product, application, or document
content to meet the language,
culture, and other requirements of a
specific target market”
(Flanders, Melanie 2006).
Message = Same effect as the original
WHAT IS LOCALISATION?
34. What do we need to take into account?
1. Internationalisation;
WHAT DO WE NEED TO TAKE INTO ACCOUNT?
35. Internationalisation
“Internationalisation is to create a project that can
be easily localised with a minimum amount of
work on the developer’s part” (Chandler, 2005(Chandler, 2005))
WHAT DO WE NEED TO TAKE INTO ACCOUNT?
37. What do we need to take into account?
1. Internationalisation;
2. Knowledge of the source language and culture;
WHAT DO WE NEED TO TAKE INTO ACCOUNT?
38. What do we need to take into account?
1. Internationalisation;
2. Knowledge of the source language and culture;
3. Specific requirements of the market or culture;
WHAT DO WE NEED TO TAKE INTO ACCOUNT?
40. What do we need to take into account?
1. Internationalisation;
2. Knowledge of the source language and culture;
3. Specific requirements of the market or culture;
4. Lack of context or poor knowledge of the in-game;
WHAT DO WE NEED TO TAKE INTO ACCOUNT?
42. What do we need to take into account?
1. Internationalisation;
2. Knowledge of the source language and culture;
3. Specific requirements of the market or culture;
4. Lack of context or poor knowledge of the in-game;
5. Knowing the final user and what they want.
WHAT DO WE NEED TO TAKE INTO ACCOUNT?
43. Knowing the final user and
what they want
“A blackl lake // A whitel lake // In the
morningl”
Little King’s
Story
KNOWING THE FINAL USER OR
WHAT THEY WANT
44. Knowing the final user and
what they want
1994
Chiquito de la
Calzada
KNOWING THE FINAL USER OR
WHAT THEY WANT
46. LEVEL 3: All your base areLEVEL 3: All your base are
belong to usbelong to us……
59. Challenges: Lack of context
ORIGINAL:
%1$s: %2$s level %3$s to %4$s %5$s
TRANSLATION:
60. Challenges: Lack of context
ORIGINAL:
%1$s: %2$s level %3$s to %4$s %5$s
TRANSLATION:
WTF??
61. Challenges: Lack of context
ORIGINAL:
%1$s: %2$s level %3$s to %4$s %5$s
CONTEXT:
%1$s = Name of the object
%2$s and %5$s = HTML tags: «span».
%3$s %4$s = Max and min level to get
that object
TRANSLATION:
WTF??
62. Challenges: Variables
ORIGINAL 1: You have found a
%item%.
ORIGINAL 2: You have got %d star(s).
ORIGINAL 3: %s%s is located in theis located in the %s.%s.
ORIGINAL 4:ORIGINAL 4: %, you look so hot in that!%, you look so hot in that!
TRANSLATION 1:
TRANSLATION 2:
TRANSLATION 3:
TRANSLATION 4:
WTF??
63. Challenges: Character limitation
ORIGINAL 1: Take cover! (12 char)
ORIGINAL 2: OK (4 char)
ORIGINAL 3: Save all changes? (17 char)
TRANSLATION 1:
TRANSLATION 2:
TRANSLATION 3: