Loc Kit: game localization and two-stage quality control

Good afternoon, readers!

We continue to introduce you to the speakers who will speak at the Loc Kit conference.

In previous reviews, we talked about machine translation and what localization is . This time we will focus on reports on perhaps one of the most interesting and long-awaited topics - software localization and ... games!


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This time in our announcement there is information about the localization of games.

Let's start with the localization of software. In this topic, Anastasia Koshkodaeva and Andrei Tselibeev will please us with their report , Senior Localization Engineer and Documentation and Localization Manager for Kaspersky Labs.

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Anastasia Koshkodaeva , Senior Localization Engineer.

Kaspersky Lab anti-virus software is sold worldwide - from the USA to Japan and is available in more than a dozen languages, including Arabic, Chinese and Norwegian. The product line is updated every year, and in almost every case, the interface and technical documentation change. Imagine the amount of localization. Anastasia and Andrei are working to ensure that all materials are first prepared and then translated without errors and misunderstandings of terminology in a very short time and with the most optimized costs.

At the Kaspersky Lab, the translation process is very technological: they use translation memory, a controlled documentation language with minimally project-dependent language, cross-design databases and a single glossary of languages, an interesting project planning system. There is much to learn.

In their report, Anastasia and Andrey will reveal two-stage quality control techniques: at the stage of translation, using visual localization tools, and at the stage of linguistic / cosmetic testing.

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Natalia Gladkaya , Head of Localization, Plarium .

В тематике «Локализация игр» выступит с докладом Natalia Gladkaya , Head of Localization, Plarium . Plarium is one of the fastest growing game developers in the world. Their products always occupy the tops in the Appstore and Google Play. However, the "experienced Jedi Knights" Plarium infrequently delight in public speaking, so their performance at LocKit can be called exclusive.

Natalya herself, specialty - teacher of economics. Natalya’s experience at the school prepared for any test, so she decided to go into the gaming industry :) She has been working in Plarium since 2011, first as an editor-translator, and since 2012 as head of the localization department. During this time, under her leadership, more than 10 game projects in 8 languages ​​were localized.

The working title of the report is “Localization of Social Games: Theory versus Reality” (perhaps it will change). We will focus on the localization of social games using the example of the "Rules of War" - the flagship project of Plarium. Natalya, together with the audience, will track all the stages of project localization and talk about how the rules for localizing games work in the field.

Novice developers (and not only them ...) will also benefit from a report by Nadezhda Lynova ( Epoha3004 - here is her entry on Habré , by the way), head of the localization quality control department of All Correct Language Solutions.

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Nadezhda Lynova , head of the localization quality control department of All Correct Language Solutions.

Nadezhda is responsible in our company for the development of localization technical processes and the implementation of quality control systems in them. Over 4 years of work, she took part in almost 150 projects: from tiny casual toys to large-scale MMORPGs. Her experience as a speaker is also diverse in formats and “sizes”: from “peppy five-minute” on FlashGAMM to a two-hour seminar on localization at CWI (anyone interested can see the recording here ).

This time, Nadezhda will talk about how the technology of preparing a game for localization depends on its genre. The following were selected as examples: a social game in the farm / city builder genre, a mobile game in the hidden object genre, a mobile game in the word puzzles genre.

In his report, Nadezhda will consider the following issues:
  1. Localization of the interface in different languages: work with windows, buttons, line length.
  2. Localization of in-game text: extracting text from the build of the game, proper compilation of lockit, preparation of materials for translation.
  3. Farm / city builder - achievement system, help friends: learn to work with tags correctly.
  4. Hidden objects - when the context is vital for the translator. Work with additional materials, linguistic testing.
  5. Word puzzles - how to make the game interesting in different markets. Considering the features of various localization languages.

If you want to learn how to properly prepare the materials for localization, so as not to be excruciatingly painful for the wasted money, or just to see how Chinese crosswords look like, come! It will be interesting!

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Abdurahman Zulumkhanov , Head of Linguistics, Multillect.

Machine translation in localization - is it possible? Об этом нам расскажет Abdurahman Zulumkhanov , Head of Linguistics, Multillect. Multillect is a unique system of automatic machine translation, which embodied the most modern approaches in the development of such systems.

From the report you will learn about the shortcomings of existing machine translation systems, how to adapt modern machine translation systems to localization and get a rapid increase in quality, and, of course, about solutions and prototypes of the Multillect system.

By the way, in the last announcement we mentioned the contest. We are pleased to announce that the free conference ticket won scalywhale , Our congratulations!

Registration for the conference continues, hurry to register for the conference and find out all about localization.

At the end, as always, thanks. The LocKit conference was sponsored by the Softoolkit Internet project . On the project website you can find a description of various translation and localization software, starting with Translation memory, ending with terminology products.