English to French IT Translator Blog

The Game Translator’s Toolkit, Or How to Boost Your Productivity

I’m a big productivity enthusiast. It may have something to do with my background in programming, but I like when things are optimized and streamline. I believe efficiency is a really important part of my job. Getting rid off of the frustrating or tedious tasks I have to perform daily (or so) allows me not only to save time, but also to be more focused on what matters the most: the quality of the work I produce.

It’s not all about new tools

But before I introduce any new software, it’s worth noting that the tools we already own can sometimes do more than what we expect. Here are a few examples of shortcuts you can use on Windows (and I believe Mac, with the Apple key) right now to make text selection and edition easier. An article that mentioned them got viral in the translation community a few months ago, and I have to admit I wasn’t using these shortcuts myself:

Ctrl + Backspace: Deletes a word Ctrl + Up/Down: Jumps to beginning/end of paragraph Shift + Left/Right: (Un)selects a letter at a time Ctrl + Shift + Left/Right: Selects a word

There was a lot of very enthusiastic feedback from translators, although we are working with sometimes extremely complex software. So why did we fail to notice something that was right in front of us for so long? Maybe we’re not taking the time to better understand the tools we use. Maybe routine numbs our senses or makes us resigned. Or we may simply not be aware such possibilities even exist.

In any case, my first word of advice would be to take the time, every once in a while, to reflect on your daily work, and try to be more conscious about the parts of your jobs that you find repetitive or frustrating. Most of the time, a solution is just a search engine query away, whether you’re trying to type out a certain character or calculate the length of a string.

If you’re lucky, your current tools will allow you to do what you need. If not, you can always look for external solutions.

Introducing the game translator’s toolbox

Having this in mind, I will introduce a few of the tools that are helping me in my daily work. I will start with a number of software and add-ins ready out of the box, before moving on to AutoHotkey, a scripting and automation solution. Again, these are just a few examples. My goal here is not to be exhaustive, but rather to raise awareness about what we can do with the right tools.

Xbench

First on the list, and probably the most famous of the tools I’m going to introduce today, is Xbench. For those who don’t know about it, Xbench is a QA tool that allows you to look for issues such as inconsistencies within a translated text, missing numbers and tags, punctuation issues (double-spacing for example), repeated words and glossary mismatches, just to name a few features.

It is typically the kind of software that does. There’s a small tip I would like to share about game translation especially. It’s very common for us to translate strings containing variables, line-breaking characters, etc. When you check such a text with Xbench, don’t forget to add these variables and other placeholders to your glossary, so that their presence will be checked for you – it can really be a life saver. It’s just an example, but you can really tailor the software to your need by playing around and making a smart use of the different functions.

Xbench quality assurance

Another feature I really like about Xbench is that it can export all project files as a .tmx translation memory file, which you can then import into most translation software. Say a client sends you previous translations in an Excel file. You can easily save the said file as a tab-delimited file, import it into Xbench before converting it into .tmx.

Okapi Rainbow

Next on the list is Okapi Rainbow. It is free, open source and available on Windows, Mac and Linux. It offers a lot of different features, but the one I’m using the most is the term extraction one. A term extraction tool really comes in handy for large projects or the ones involving several translators. In such situations, you will need to create a glossary of the most important terms as early as possible, and term extraction tools really save us a lot of time here.

Okapi Rainbow Term Extractor for Translation Projects

Just add files to your project and select your options. All the basic features you’d expect from such a tool are here, minimum/maximum of words per term, number of occurrences, stop word lists to reduce the irrelevant entries).

WinMerge

Another software I am occasionally using is WinMerge. What it does is comparing two files and telling you what the differences are between them. It can be very useful when you receive updated versions of a file but can’t tell exactly what has changed.

WinMerge

Word also has a comparison feature, which is quite exhaustive but also a bit hard to read and it takes a bit of time to set up. What I like about WinMerge is the simplicity of its interface. You can just copy your original and edited documents in left/right windows, load them and let the software show you the differences, a color coding for the types of changes (addition, deletion, edit).

XLTools

I will conclude this part with two add-ins for Excel. If you work in the game industry, you probably spend a lot of time dealing with Excel files, so let’s make the most out of it.

Let’s start with XLTools, which offers a free edition with a number of useful utilities to clean up files. CAT tools tend to mess up with Excel files, adding unnecessary spaces and the like. Now, with this add-in, you can easily remove them.

XLTools

You can also switch the case for a selection of cells. Let’s say a client asks you to write a translation all in uppercase. It occasionally happens, but it’s really tedious when you’re the translator. With this feature, you can write your text as you normally would, and switch it to uppercase once you’re done. You can also switch back to sentence case if your client changes their mind at the last moment.

RDBMerge

Finally, RDBMerge allows you to merge Excel files and tabs, which is really useful when clients send you complex file folders. While this add-in can’t unmerge files, it still saves you a lot of time for tasks such as performing word counts or QA checks without opening each file and tab individually.

A few extra recommendations

To conclude this part, a few extra recommendations:

  • Olifant, a great translation memory management tool, also part of the Okapi Framework (see Rainbow above). Power filtering, search and replace features to clean up your TMs
  • Notepad++, which is my favourite plain text editor. It can open most files in most encodings, and it can highlight code, which can be helpful if you are translating .xml or .html files for example.

Introducing AutoHotkey

As you can see, there’s a lot of work you can automate or simplify with the right tools. But sometimes our needs are so specific that there’s simply no solution ready to use for us. When it happens, you can consider creating your own scripts.

In order to achieve this, let me introduce AutoHotkey, an extremely convenient scripting and automation tool. Usually when I tell about it to other people, they’re having a bit of trouble understanding how it works, so I’ll try to make it as clear as possible and share a number of concrete examples.

What it does is mapping hotkeys (or shortcuts if your prefer) to scripts or other keyboard/mouse operations. You can see those scripts as Excel macros, in more powerful and available in any software.

You just download and install the software, and double-click the script of your choice to activate it. It runs in the background, which means you can use the hotkeys is any software.

The scripting language is relatively easy to learn even if you have no programming knowledge. There’s a macro recorder tool available on their website, if you want to register your own sequences of mouse/keyboard actions without coding anything. The community is also quite active and a quick search should return great scripts ready to use.

What can AHK do?

Here are a few examples of what AHK can automate for you:

  • Online searches: You are translating a text and you want to look up a word on Google? You can do it through a hotkey. Once you’ve found the results you were looking for, use another hotkey to switch back to the program of your choice.
  • Key remapping: Frustrated with how the software you’re using all have different shortcuts? You can map hotkeys to different key combinations depending on the software you’re in, so that a certain hotkey will have the same effect wherever you’re using it.
  • Switching case: You can play around with text as well, for example by making a string all uppercase or lowercase.
  • Character count: If you’re a game translator, I’m sure character restrictions are a frustrating part of your job. With AutoHotkey, you can count the number of characters of any text selection, in any software, thus saving precious time.
  • Special character output: You can also output special characters, such as accented letters, in a keystroke. On a regular keyboard, you would have to type a tedious and hard-to-remember key sequence to do that, and you’d need a numeric keypad, which many laptops don’t have.
  • Text template generation (with user input): AHK can also type out longer texts for you, mail templates, recurring sentences, etc. You can even ask for user input to fill such templates. As a translator, you could create a quote template with just a few fields to input, such as the client name, your rate, the deadline, etc.

These are just a few examples of things you can automate with scripts. The possibilities go well beyond our work as translators. Essentially anybody working behind a computer should try and play around with this software and see how it can make their daily tasks less repetitive. You can download a script containing all of these examples here and read my tutorial here.

Lessons Learned As A Freelance Translator And Advice For Newcomers

This article was originally published by Jonathan Downie, a conference interpreter, public speaking coach, preacher and researcher. As a freelance translator myself, a lot of his experience rings true and I would like to share his advice. Use his words of wisdom for the success of your own career!

According to my records, this time five years ago, I was about to start a job for a client I would work with for four years. I was also embroiled in payment discussions with another client and, knowing my work patterns back then, I was probably doing my best to get more quotes out to potential clients in the hope that one of them, just one, would get back to me and give me work.

Since then, I have learned a lot. I have learned about marketing and scheduling. I have learned about reputation and quality. Mostly, I have learned a lot about myself as a freelancer. Here are a few highlights:

• In marketing, quality beats quantity
Five years ago, I dedicated large swathes of my time to quoting on projects posted on job boards and very little of my time to actually contacting agencies directly. My reasoning went like this: I had little translation experience and a poor CV; why would any agency want to touch me unless they had to?

Needless to say, that was poor reasoning. Yes, I had little paid experience but I had some volunteer work under my belt. Yep, I was an unknown but savvy marketing and using social media would have helped a lot. I had research and writing skills that could have cut in half the time it took to get a decent amount of good clients, as I was to find out later.

Compare that to now, when I am back on the marketing trail on a large scale again. This time, I know fine well that you are better contacting a smaller number of targeted clients and following them up than email bombing hundreds. You are also better building a reputation for giving something back than always going out there asking for work.

People like to work with people they already know. In marketing, especially for translation and interpreting, you need to be someone they know.

• Never get comfortable
In early 2009, I got a new client, a good client. The work was nice and the pay was decent. All was going well until one day I made a big mistake. Rather than do every job with my full effort and concentration, I got cocky. Looking back now, I realise that I was thinking about being clever in my translation rather than thinking about what the client actually wanted. Worse, when they came back with criticisms, I reacted defensively.

Of course, I lost that client and all potential income. No one wants to work with a translator who not only makes mistakes but gets defensive when they are clearly in the wrong.

My problem was that I had gotten comfortable. For that job, I stopped having the usual mini-bout of anxiety when I hit the “send” button. It would cost me dearly.

Needless to say, I learned my lesson. Never again would I try to be too clever. Never again would I fail to put the needs of the client first in my work. From then on, I took that little pang of anxiety as a good sign and I learned to always keep getting better.

Comfort for a freelancer is not a good sign. Continual desire to improve is!

• Gaining clients never ends
It’s self-explanatory really but again, it’s something I forgot. One month, I was so full of work that all I did was translate. It sounds great but it really wasn’t. You see, the time you spend on marketing and CPD is an investment in your financial future. Sure, making those calls or attending that event or writing that article might not make you money now but it will do in the future.

I have learned that, even in my busiest month, when deadlines loom and workloads pile up, I still need to fine a little time to send another email or make another call. Remember, even if you have a full client book now, things may not always be that way. Go on, go get some more.

• Help others
Lastly, I learned a lesson that was a bit surprising. Business logic tells you that the most effective way of marketing is to go out and present yourself to others. Human relations tell you that might not be the case. No one loves a salesman.

What people do love is the person who is there to help, who makes them think, who makes life easier for them. Some of my most interesting translation clients have come because I went out of my way to get involved in a discussion or share a tip or retweet an article.

I was recently following up a CV I sent to an agency who receive more than 500 CVs a week. When I called, the PM said “Jonathan Downie? I know you. You are on social media. Of course we want to work with you. Let me put your CV to the top of the pile.” If I hadn’t been around, I would have just been another email in the inbox. By being out there, talking and helping, I got put to the top.

Game Localization Link Roundup – March 2016

Here is my monthly selection of game localization links, with articles, videos and more. The big event of March was of course the LocJAM. I was in Tokyo yesterday for the Game Localization Round Table at the LocWorld30 preconference, and had an amazing time. A great variety of people, covering the whole localization spectrum from devs to translators and every position between, was present and the discussions and content shared were fascinating. Watch this space and the IGDA LocSIG group on Facebook for updates regarding this event.

The LocJAM has once again been a very good source of fresh content in different formats. You will find a small selection here, together with other articles, videos and discussions on various topics.

On game localization & local communities feat Sheila Gomes – Our very own Sheila in an informal discussion about game localization and community management, definitely worth watching for young translators

How Ubisoft Localized The Division – “We had more than 850 people involved in the whole localization process.”

9 Tips on Localizing Audio – Another quality article on audio localization

How to translate a game for the LocJAM – A good introduction to the LocJAM and game localization in general

Keeping Monster Hunter out of ‘Meme Country’ on the way to stateside success – Based on Andrew Alfonso’s presentation at the GDC

Localizing pays off… in some places – A unique chance to see correlation between localization and piracy/sales numbers. This is just one particular example, of course, but the data is still fascinating

Free Fan Translations Really Leave Everyone Worse Off – Another opinion article on a controversial topic. Good arguments, regardless of your position on the issue

Trillion: God of Destruction Interview – The Marketing and Localization of a Niche Game – Interesting discussion and rare insight into localized marketing

Introduction to the game localization process through the LocJAM – Based on the LocJAM3 Kyoto workshop presentation (slides included)

LocJAM3 Barcelona Workshop – More slides, courtesy of Carme Mangiron Hevia

LocJAM3 – Las Palmas Workshop – A workshop video this time, from Jennifer Vela

Challenges of localizing typing game – Or what happens when language is part of the gameplay

Confessions of a game translator: 12 actual reasons why some game translations suck – The title says it all

A discussion about asset localization, or rather whether they should always be localized or not

Another discussion on our Facebook group, this time about the localization of what “most players never see”

Localize Your Apps For Increased Downloads And Revenue

What is Localization?

It’s a phrase that gets tossed around a lot these days. Generally speaking, localization is the process of targeting your app to a certain market, often a specific country. According to the numbers, app developers can seriously boost downloads and revenue if they cater their apps to specific foreign markets.

How to Localize:

The easiest way to cater to a foreign market is to offer your app in the native language. Only about 8% of the world speaks English as their first language (although the app market is skewed towards English speaking countries). 50% of the countries on the top 10 list for app downloads and revenue are non-English speaking countries from Europe and East Asia. That alone is reason enough to offer your app in more than one language.

Translation is just the first step. You can localize by teaming up with local businesses to offer promotional campaigns, offer locally relevant in-app purchases, or promote local news content. Often, game developers will alter character ethnicities based on the areas they are selling to, change backdrops and cityscapes to reflect the target audience, or pay attention to subtle elements like music and cultural preferences.

If you translate your app, make sure to also translate your app store description and all related text. If your potential users can’t find your app, they can’t download it! Keyword translation is extremely important. It may be a no brainer, but just copying your keywords into Google translate probably won’t do the trick. Ideally, you should localize all screen shots, keywords, and language strings within the app.

One useful tool for finding keywords that works well for many languages is Google Adwords. Within Adwords, set the parameters to “exact match”, “mobile devices with full internet browsers,” and select the country in question. You can leave the language to “all languages,” to account for multilingual countries. This is an easy way to find relevant keywords for each country.

Is Localization Worth the Effort?

If this sounds like a lot of work to you, you’re right. You’ve already put a lot of effort into your app, and the thought of creating multiple nuanced versions probably sounds like a headache. The thing is, localizing your app is worth it. If you hope to optimize your app for the world market, catering to different foreign markets will deliver more downloads and more revenue. It’s as simple as that.

Take a look at this graphic from a AppAnnie report, The Implication of App Translations. The graphic compares revenue and download rates of iOS apps that support native languages, and those that don’t. The green bars show apps that do not support the native language. Take a look at China, one of the largest and fastest growing app markets in the world. According to the graph, the revenue produced by non-Chinese language apps is tiny compared to the rest of the market.

On average, apps that introduced a native language version increased their download volumes by more than 128%in the week following the update. Average revenues over the same period increased by roughly 26%. East Asian countries were the most impacted by the translation: China and Japan experienced the highest improvements in total downloads, and China and South Korea saw the biggest jump in revenues. Oddly enough, these results only apply to iPhone apps. iPad apps in the same regions in the same time period were not affected.

English language apps dominate western markets where the standard of English language understanding is higher. The iPhone free downloads charts for France, Italy, Germany, and Spain all have close to 90% penetration by English language apps.

However, companies like Zynga and 6waves have seen major success when they launched localized versions of their apps for foreign markets. For example, Cityville’s launch in French, Italian, German and Spanish was Zynga’s most successful game launch ever).

Seize the Opportunity

By localizing in multiple languages, you set yourself up to make far more money than when you do not. The fastest growing markets in terms of user engagement have large non-English speaking populations. Failing to localize will only hold your app back. The chart below compares smartphone penetration and user engagement in the major world markets. The huge dots that are China and India are markets just waiting to be tapped, and localization is the key.

Applications that support multiple languages have increased their share of global free downloads and revenue since January 2012. English is by far the most common language for applications, while most other languages are divided geographically. In our highly saturated app market, anything you can do to help make your app stand out and attract users helps. For most apps, it may not make sense to try to localize your app for every country. Look at your analytics, and see which markets you think have potential, but are underperforming. Target those countries with your localization efforts.

Introduction To Game Localization Through A Case Study: The LocJAM3

This article is based on the draft I prepared for my presentation at the Kyoto workshop (slides available here), hence the rather disorganized structure and wording. I still hope it will prove useful for LocJAM newcomers and future workshop organizers.

Introducing the LocJAM

Welcome to the LocJAM! If you are new to the concept, the LocJAM is an online localization contest, free and open to all. The English text of a game is shared on locjam.org and translators have 2 weeks to translate it in one of the languages listed. There’s unfortunately no LocJAM contest for translators working into English yet, although we might have something down the road. Until then, remember that helping other translators is one of the many ways you can enjoy the whole event.

No pre-registration is required. All you need to do is to submit your work through the website by the deadline. You can participate alone or as a group (although a single name will be credited) and choose between two categories: Professional and Amateur.

Amateur vs. Pro

The Professional category is aimed at language professionals, not necessarily translators, but people who have knowledge and experience in the industry in general.

As a general guideline, should apply as Pros those who have:

➤  A university degree as a translator
➤ Any other degree plus two years of experience (~200.000 words translated or ~800.000 words reviewed) either professionally or as a volunteer
➤ Five years of translation experience (~500.000 words translated or ~2.000.000 words reviewed) either professionally or as a volunteer

Even if you don’t meet these criteria, feel free to apply as a Pro if you are confident you can compete in this category.

The Amateur category aimed at those who don’t have a lot of experience yet, such as students, young translators transitioning from a different career, gamers who translate as a hobby or simply curious about localization, etc.

Why participate?

After submissions, translations will be judged by reputable (= established and with reasonable payment practices) translation companies. Each of them will choose one winner per language and category. Winners will be invited to a studio tour/recording session, or receive a diploma. This prize is one of the main incentives of the LocJAM. It is a great chance to build your reputation as a translator, as your name will be displayed on the website and many localization agencies are looking at the contest results. Some previous winners have been contacted with part or full-time job offers. Of course, meeting the juror offering you the studio tour gives you a strong opportunity to build a relationship with them.

But you don’t need to win to make it a valuable experience. It is very hard, especially for young translators, to gain experience, and this is what the LocJAM is all about, providing newcomers with an entry point into the localization industry. If you are confident your translation was of good quality, this is something you can show potential employers or customers.

Besides these considerations, some people may participate just for fun, because they’re curious about what game localization is about. This can be gamers or people in the game industry but not necessarily translators themselves.

It is also a rare chance to compare your translation with those of other translators. This is something you can learn a lot from by analyzing different styles and approaches.

Finally, it is an opportunity to network and meet your pairs, both online and offline. You will be able to meet people with whom you can exchange tips and important information for your career, regardless of your level of experience.

Introducing The Game

Now that we’ve introduced the LocJAM, let’s see what content is waiting for us. The Hotel of Madness is a board game, a first in the history of the LocJAM. The game is based on horror stories of the 80’s and has a real video game feel to it.

The translation package itself comes with a set of instructions in a Word document and maps/counters in an Excel file.

The Hotel of Madness - Instructions

Planning Ahead

Before starting to work on The Hotel of Madness, it is important to have an idea of how much time we are going to need to complete the translation. The Hotel of Madness is about 3,600 words long. The pace at which you will be translating can vary depending on skills and experience. To be on the safe side, consider about 2,000 words per working day (8 hours).

In general, as a professional translator, you will always want to have some room when it comes to deadlines – you never know what can happen during a project. For the needs of this contest, you will also need to test your translation in context, so that’s another thing you will need time for. Remember you can collaborate with other translators and submit a common entry, so don’t hesitate and work with a partner if you feel you might be a bit short on time.

The Game Localization Process

Now that we have a better idea of what to expect, let’s start the actual work. We will be following the typical game localization process here. The process can be slightly different depending on the game, and most of the time you won’t be involved in each and every step in a professional environment, but it should give you a good idea of how things work in general.

Before writing a single line of text, we need to get familiar with the game and materials in question, to get an idea of the content. Based on that first approach, we will create a glossary and a style guide to ensure we have a strong foundation from which we can start translating. Then comes translation and its challenges, which we’ll cover in detail later. When our first draft is ready, we can go ahead and edit, adjust and fix what needs to be. With our translation is ready, we can integrate it and test the game to ensure the localized text works in context. Finally, when we are confident there are no bugs or other issues remaining (or when time’s up!), it is time to submit our work.

  1. Familiarization

First of all, download the localization package from http://www.locjam.org. Check the instructions carefully. They are not complex at all, but every year a lot of participants get disqualified because they failed to comply with some of the rules. Remember, in a professional context, you will also need to pay attention to such instructions.

Read through the source files once, not necessarily everything, checking a paragraph here and there can be enough as a first approach. Try to understand how the game works, taking notes when you find something important.

So what’s the game’s text telling us? The Hotel of Madness is a board game for which we need to translate instructions and cards. Clarity and consistency will be extremely important. One thing you may realize is that the game itself is strongly inspired by The Shining (the book rather than the movie, apparently), so it might be a good idea to learn more about the license if you are not familiar with it yet. There are also a number of jokes and puns in the text, for example [The game is played in turns (as opposed to being played in prison, or in a tuxedo)], so we will want to give them extra attention, as some of them won’t translate literally.

  1. Glossary and Style Guide Creation

Based on our findings, the next step will be to create a glossary of the most important terms. Character, item, place names, anything important and that needs to be translated consistently. The LocJAM games are fairly short, so you may create a glossary on the go, but for larger or group projects, you should really do it as early as possible. Making glossary changes when a project is almost over implies tedious changes and possible inconsistencies if some occurrences of the changed terms are missed.

You can look for terms to add to your glossary manually, or use term extraction tools such as Okapi Rainbow to save some time. Such tools will return the most frequent terms of your text – there will be false positives that you will need to remove (stop word lists are readily available online and can help you a bit here), but it’s a good way to have an exhaustive glossary right from the start.

 

Glossary Example for The Hotel of Madness

For large projects, you may also want to prepare a style guide where you will be listing things such as general writing instructions, the tone of the text, the language register, sentence patterns and the like.

  1. Translation

With this preparatory work done, we are ready to start the translation. You can translate directly in Word and Excel, or use a translation software. Do save backups regularly or, even better, have your files synchronized with a cloud software such as Dropbox or Google Drive. If you are concerned by confidentiality issues, some software solutions allow you to duplicate and synchronize your drives automatically.

The challenge for The Hotel of Madness will be to make the instructions as clear as possible, yet pleasant to read. Avoid ambiguity whenever possible. There is no computer to tell the players when they are breaking the rules, and a lot of back-and-forth will be required during at least the first few games. Keep the players in mind when you translate: The information should be easy to find and digest.

Some translators have expressed concerned about instructions that may seem incomplete. However, they do not affect the translation itself and, for the needs of this context, you should focus on conveying what is there – rather than what isn’t.

The maps and counters should also be formatted properly and be easy to read. Consider making layout and font tweaks if you feel it helps with readability.

And of course, the translated text should be fluid and natural, avoid literal translations. Ideally, your version of the game should feel as if it was the original, rather than a translated product.

Having said that, don’t overdo it. For example, in Japanese, trying too hard to use as many Kanji as possible may make your text harder to read, and you will be more likely to make mistakes that will make your work look unprofessional. Stick to what you feel comfortable with.

Once again, the game should feel “native”, and not like a cultural caricature.

For general localization best practices, I would recommend you to check the document we created at the IGDA Localization SIG. It is available in both English and Japanese and it offers a ton of useful advice, both for translators and developers. Feel free to check it out when you have a moment.

More on localization vs. translation

Keep in mind that we need to localize these games, not just translate them. If changing fonts, spacing, paragraph structures or other elements can make your text feel more natural, go for it. Don’t hesitate and edit the layout if it makes sense to you.

Here is a quote from one of last year’s jurors that illustrates the idea well:

“We appreciated how the translator added extra line breaks, which made the text easier to read and gave a Japanese text adventure like feel to the game. It is important to pay attention to how the translated text will look in the actual product.”

LocJAM2's Grandpa - English vs. Japanese

Translating humor and puns can be very difficult. When you come across such parts, try to think of references most people in your audience will be able to understand, even if the sentence itself becomes completely different. Consider tweaking the surrounding sentences if it helps you introduce jokes and puns more easily.

Like I said before, formatting is an important part of localization. If you translate into Japanese, pay close attention to how the text looks on the cards. It may be hard to read if the font is too small, or if you make use of complex Kanji. Tweak font size or consider the use of Katakana if you feel it will make reading easier. If you translate from Japanese, make sure you don’t leave out any double-byte characters, as it is a very common mistake.

There are also a couple of images with uneditable text on them. Feel free to localize them the way you’d like. You can create new images or add text boxes, just make sure the result is visually consistent with the rest. It doesn’t have to be a masterpiece, but try to make it clean. There’s no hard rule here, so do what you feel most comfortable with.

  1. Editing

The translation step may be the longest one, but there’s still a lot to do once you’ve got your first draft ready.

During the editing step, we will try to polish our text and eliminate spelling, grammar, syntax and consistency mistakes. Inconsistencies are critical errors, so make sure you carefully followed your glossary during the translation. Use a text editor with spell/grammar checking features to help you spot potential issues.

It may also be a good idea to print out your translation and read it on paper, as the change of media can give you a new perspective and help you find more mistakes or identify parts that feel a bit unnatural.

Asking the help of a second native speaker is always a good idea, especially if they have good writing skills. The more eyes the better. You can also compare the source and target texts with a native speaker of the native language to spot mistranslations and nuances that were lost in translation.

When you are given feedback, whether this is from friends or clients, remember that you are the one making the call. Overzealous reviewers are a common thing in the industry. They will try to rewrite your translation just for the sake of it or because they don’t have flexibility when it comes to writing styles. Stand for yourself. If you are confident your translation is good as it is, leave it this way.

  1. Integration

The next step will be to integrate our translated text to the game. The integration will be quite easy for The Hotel of Madness, as all you need to do is to print the files out and play the game. If you were working in a CAT tool, save your target file and pay close attention the formatting and layout. As useful as they can be, most CAT tools will often mess up a file’s layout.

The Hotel of Madness - Printed Board

  1. QA Testing

Our translation is now ready to be tested in context. Play through the whole game and make sure everything makes sense in context. Look for integration issues (overflows, missing texts, etc.). Ensure the text is easy to read and clear, visually and in substance. Once again, there shouldn’t be any ambiguity.

Just as for the editing stage, asking different people to play the game with you can help you spot more issues. Don’t just play “normally”, try everything you can think of to test the game’s limits, even (or especially?) if it sounds crazy. People like to do crazy things, keep them in mind and make your game foolproof.

After you make changes, always check whether they were implemented correctly, as we want to fix bugs, not create new ones. It is what we call Regression testing.

Checking the whole game for every change you make would take a huge amount of time (and wasted paper!), so try to do it by batches. Play the game once, make a list of changes, implement them, test again, repeat until you feel you are satisfied with your work or the deadline is getting close.

  1. Submission and Post-Mortem

We can finally submit our work! Visit LocJAM.org, fill the form carefully and as per instructions, and upload your translated package with only the translated files. You will need to do it before Sunday, March 27th midnight GMT.

To make the most of the experience, don’t leave things there. After the cooling down period, take a look back at the project and think about what you did right, and what mistakes you made. It will help you improve for your future projects.

So, How Do I Win the LocJAM?

Experience is great, but since you spent a lot of time working on this game, you probably want to win the LocJAM. There is no magic trick here, although the following few tips may put you on the right track. In any case, remember that translation quality is subjective and heavily depends on personal preferences. You don’t know who will be looking at your text, so just focus on doing what YOU believe is the best thing.

Basic spelling or glossary issues can instantly get you out of the play, so be careful during the Editing and QA stages. Remember this is a localization contest, not just a translation one. Create a localized game that doesn’t feel like it was adapted from a different version.

Spend extra time on parts that allow you to express your creativity – jokes, puns, narration, dialogs… show off your writing skills. In general, try to go the extra mile to make your translation stand out. A lot of very skilled people will be entering the contest, so make it easier for jurors to pick you by doing something a little different.

While this sounds obvious, please do read the included instructions carefully. Check the .pdf file at least once before getting started and once before submitting your translation. Every year we have to exclude participants before anyone had a chance to see their work. If you think it’s tough of us, remember that you are also expected to follow such instructions in a professional environment, too.

Finally, one of the great things with the LocJAM is the gathering of enthusiastic people who love sharing tips. That’s what we could call the “Party” side of the LocJAM, and it’s one of the many ways you can enjoy the event. If you follow our Facebook page, you will most likely come across the answer to most of your questions and find out things you wouldn’t even have suspected otherwise.

Last year for example, translators did an amazing job at finding and sharing bugs, giving hints as to how to fix them. They had also noticed a number of puns/hints that were not necessarily obvious. For this reason, you may want to wait as much as possible before submitting your entry, just in case something interesting pops up.

Conclusion

And that’s it! Now that you know everything you should about the LocJAM, the rest is up to you. Show your creative side and impress the rest of the industry!

Game Localization Link Roundup – February 2016

A little later than usual, here is our monthly link roundup! It is now integrated to the IGDA LocSIG newsletter, so feel free to register if you want to receive it directly in your mailbox.

This month once again saw a healthy amount of game localization articles shared over the Internet. Developers, localization teams, gamers and the press are fighting for your attention. These are there stories.

Culex is quite different in Japanese Super Mario RPG – A quick comparison of Japanese and US versions of Super Mario RPG. If you like such articles, you will find Clyde Mandelin’s website to be a gem!

On FFXIV’s localization – Very insightful post on the official forum of Square Enix

Importing/Exporting .xliff Translation Files – This one is aimed at iOS game developers. Xcode now offers a very easy-to-use import/export function for .xliff files. Spread the word, these are much easier to handle than the usual Localizable.strings files!

LocJAM: your foot in the door with game localisation – A great introduction to the LocJAM. Just in case: Yes, it is free. Yes, you can do it from home. Yes, you can participate even if you don’t attend a workshop.

All Games Should Be Localised Like Ni no Kuni – Ni no Kuni received a lot of praise for the quality of its localization. This article reminds us why.

A Chat w/ ATLUS Staff: Remembering Odin Sphere
Or when a localization team looks back at their work, sharing a funny anecdote on the way.

How a whole language of the Steam Translation Server was shut down – Controversy surrounding community translation. Food for thought, regardless of your position on the issue.

Tools and techniques of game localisation – The LocJAM 3 started on March 14th. Improve your understanding of the contest by watching videos from the previous edition’s workshops. This one from Prof. Dr. Uta Seewald-Heeg offers a good introduction to game localization.

How Monster Hunter finally found success in the United States – Among other things, this article gives us an insight into Monster Hunter’s localization, and how it implied more than mere translation.

The difficulties in creating a script using a language which hasn’t been spoken since the Stone Age – A fascinating article on what was definitely not a conventional translation project.

Game localization best practices – Localization best practices with a related infographic

Preparing games for languages that use noun gender – A quick discussion about this recurring issue

Why some games don’t use automatic line-breaks – Another dev-side discussion

This concludes our monthly link roundup. As you might have noticed, the above posts are written in different variants of English, and we share them as they are. Yes, it is very disturbing if you are a translator or, even worse, a reviewer. Hopefully you will forgive us for these unavoidable inconsistencies! With the LocJAM ongoing, you can expect a wealth of interesting articles for next month’s edition.

LocJAM Workshop in Kyoto, 19th of March 2016

(Japanese follows)

We are delighted to announce the first LocJAM workshop to ever happen in the Kansai area. Aspiring and professional game translators are invited to join us in Kyoto on March 19th, 2016.

We will also organize a networking party right after – both events are separate and you can join either or both.

Who should attend

Everybody from complete newcomers to industry experts will have something to learn from the workshop. It will be a rare chance to gain experience, hone your skills and collaborate with fellow translators. The event itself provides is the perfect opportunity to network with your pairs.

We will be offering source materials in BOTH English and Japanese, which means any translator working from one of these two languages will have something to translate.

Workshop Venue

Kyoto University of Foreign Studies (KUFS)
6 Kasame-cho, Saiin, Ukyo-ku, Kyoto 615-8558
Room 132, Bldg. 1, 3F

Content of the workshop

The session will open with a presentation of the game localization process, using both games offered in the workshop as examples. The goal is to give you practical advice so that you can get started right away, with a clear working plan.

Translators will be invited to choose between two packages, depending on their source language:

Translators working from English will be offered to translate this year’s game, a board game, a first in the history of LocJAM. As you will find out, game localization processes and tactics also apply perfectly to board games.
Being able to address issues related to the game and its format should help translators get a strong start and work more serenely through the rest of the contest.

Translators working from Japanese will be offered to translate one of last year LocJAM’s winning entries for Grandpa. Narrative by nature, this game is perfect to practice for potential J-E translation contests in the future.

Fees

The workshop is absolutely FREE

Networking dinner: 3,246 yen (tax included, details below)

Schedule

2-4:30pm:

  • Presentation of the LocJAM, analysis of the workshop games through the game localization process, QA session.
  • Workshop: attendants will be invited to choose a package and translate, individually or in groups. Organizers will be available for any questions.

5-7pm

  • Networking party

Networking Party

REGISTRATION AND PREPAYMENT MANDATORY: http://gametranskyoto.peatix.com

Time and place:
5pm – 7pm

ゆずの小町 京都西院店
京都府京都市右京区西院東淳和院町2-1 いのしし堂西院ビル 3F
1-minute walk from Saiin station (西院駅), Hankyu line
http://www.hotpepper.jp/strJ001026339/

Menu and fee:
2h all-you-can-drink + course, details here: http://www.hotpepper.jp/strJ001026339/course_cnod39/

Contact

For any questions, please feel free to contact Anthony Teixeira (contact AT at-it-translator.com) or Ryosuke Nagao (ryosukenagao AT nifty.com) in English or Japanese.

Pre-registration

Please use the form below to pre-register. Enter your name address, email, and indicate if you are planning to attend the workshop, the networking party or both. It will allow us to have a better idea of the number of attendants we should expect and send you updates.

You can also register on Facebook using the following links:
Workshop: https://www.facebook.com/events/562430313915694/
Networking party: https://www.facebook.com/events/1688128268065637/

 

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オンライン多言語ゲーム翻訳コンテスト「LocJAM #3」の開催(3月14~27日)に先んじた京都での関連ワークショップです。夕方から近くで交流会も実施します。

<IGDA Localization SIG 主催>
プロ・アマ問わずのゲーム翻訳コンテスト
LocJAM #3 Kyoto Workshopのお知らせです。

https://www.facebook.com/events/562430313915694/
日時: 3月19日(土) 14:00-16:30
会場: 
京都外国語大学

〒615-8558 京都市右京区西 笠目町6

132教室(1号館3階)


参加費用: 無料
主催: IGDA Japan Localization SIG

※ LocJAM #3 のコンテスト本体は3月14日(月)~27日(日)にオンラインで実施され、誰でも参加可能です。ワークショップへの参加は必須ではありません。

ワークショップ内容(予定):
■ゲーム翻訳およびLocJAMについてのプレゼンテーション
■ゲーム翻訳者へのQ&A
■ワークショップのコンテンツ
英ー>日:LocJAM #3 本コンテストの課題作品について
日ー>英:LocJAM #2 の課題作品「Grandpa」(前回参加者の訳案および作業の舞台裏紹介)
■ノートPCないしタブレット端末があればリサーチや翻訳がしやすくなります。
■PC/タブレットがない場合は筆記用具や辞書(アプリ)などをご用意ください。

ふるってご参加ください!

交流会併催:IGDA非公式ですが、同日17:00~19:00に会場近くで別途、任意参加・有料のゲーム翻訳関係者交流会も開催します:

https://www.facebook.com/events/1688128268065637/

http://gametranskyoto.peatix.com/

LocJAM 公式サイト:http://www.locjam.org/

LocJAM 3に関するIGDA Japan(International Game Developers Association 日本チャプター)による日本語紹介記事:
http://www.igda.jp/?p=3199

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What Is Pseudo-Localization And Why You Should Do It

Introduction to pseudo-localization and its advantages/benefits

Translation, localization, internationalization… we are now familiar with these terms. Pseudo-localization is a lesser known-one, although it refers to an important part of the localization process.

Simply put, pseudo-localization is the process of verifying that your software, app or game is ready for localization. In other words, it’s about making sure you will be able to implement localized strings without any major trouble, and without having to edit your code.

The idea is to create a worst-case scenario locale with longer strings, special characters and so on. Here are the things you will want to test:

  • Text expansion: It is generally recommended to plan for at least 30% of extra space, more if possible, for localized languages. This is especially true for short strings (menu items, UI, etc.). Look for overflows with your pseudo-localized text
  • Different character sets: Ensure all the character sets are supported to avoid garbled-character issues
  • Hard-coded strings: Transforming your text for pseudo-localization will make those hard-coded strings stand out. Remember the number one rule of localization: Every localizable string should be editable without touching a line of code
  • Strings that shouldn’t be translated: If there are strings you DON’T want to be translated, pseudo-localization will help you isolate them more easily

The Benefits of Pseudo-Localization

The earlier you spot issues the better. If you only find them during multilingual testing, a lot of back-and-forth will be necessary to get everything fixed. This is also time you will be charged for, and this once per language.

By checking your pseudo-localized code before translation even starts, you should be able to avoid additional costs and delays down the road. It’s a small time investment, but it can make a significant difference one your project reaches the testing stage.

Make Use Of The Pseudo-Localization Tools Out There

To help you in the process, there are a number of tools available for you to try. They will process your strings and turn them into pseudo-localized ones. Some are free (CrowdIn’s online tool), others are paid (SDL Passolo), and they all offer different sets of features and supported formats. Thus, rather than recommending a particular solution, my advice would be to search and find one that matches your exact needs.

 

EDIT: Adolfo Gómez-Urda, fellow member of the IGDA LocSIG committee wrote this article for us. Besides the points raised above, he gives a general timeline of when pseudo-localization should be implemented, a few concrete figures to have in mind for text expansion, as well as a few useful examples of character sets necessary for other European languages.

How To Spell Video Games In French

There’s a bit of a debate among French native speakers surrounding the proper spelling of “video games” in our language. Would that be “jeux vidéo” or “jeux vidéos”? The former is definitely the most common, but is it grammatically correct?

The short answer: “jeux vidéo” is the most universally accepted spelling. While some will argue “vidéo” is used as an adjective here and should take a final ‘s’, “vidéo” is considered an invariable adjective in traditional French.

1990’s rectifications of French orthography suggest both forms can be used. However, it is worth noting the use of this reform is far from widespread at the moment. Most people will stick to the classical spelling and consider “jeux vidéos” a mistake. While this plural version is not wrong technically, “jeux vidéo” will be your safest bet from a practical point of view.

Okapi Rainbow (PC, Mac, Linux): Great Term Extractor, Future Alternative to XBench?

I already wrote about how Okapi Olifant was a fantastic TMX editor. Today, from the very same people, let me introduce Okapi Rainbow.

Rainbow is part of a large framework, mostly composed of command-line tools. Fortunately, this one offers a proper graphical user interface. Just download, extract and run it – no installation required. Better still, it works on PC, Mac and Linux out of the box, so no body is left out for once.

The software offers a lot of features, but I first found about it when I was looking for a good and free term extractor. These are surprisingly rare to come by. In general, you would either need to pay a rather expensive price or use online tools with limited features.

The great thing about Okapi Rainbow’s term extraction feature is that it does accept various input formats (.xliff, .doc, .xls, etc.) and offers all the basic features you would expect from such a tool: min/max number of occurrences, stop words and so on. If you use a good list of stop words – you can find them easily for any language with a search engine -, you will be able to quickly build glossaries for your large or collaborative projects.

Okapi Rainbow Term Extractor for Translation Projects

The output format is a plain tab-delimited text file. You can very easily copy or open it in Excel and organize data from there. Simple, fast, efficient.

But the term extraction feature is just a small part of the software. I previously mentioned the software accepts various input formats, it can also output them as .tmx files, just as XBench.

Speaking of which, Rainbow also offers a QA module. Some of its options are still experimental, which is why I still rely on XBench, but it looks very promising. Since images can speak more than words, just see for yourself, these are the options available for just one tab of the QA module:

Okapi Rainbow Translation Quality Assurance (QA) Software

Currently, Okapi Rainbow can also perform mass search/replace tasks for different file formats, create translation kits, compare translations, pre-translate files, etc. It is worth spending a bit of time to explore the different features and single out the ones that can help you.

Okapi Rainbow is free, multi-platform, open source and still being developed. Give it a little extra time, and it may well become XBench’s successor for all your file conversion and QA tasks!