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Found 23 results

  1. Hello everyone, I've been hearing a lot about localization lately, and how it's likely to play a big part in the future of translation. For example, while 85% of Internet users will only use a website that is available in their own language, only 0.01% of all content online exists in more than 1 language. That's right, we've still got 99.99% of the Internet to translate, so let's get going! Localization is one of the fastest-growing industries on the planet, and Google recently launched a free online course on Localization Essentials, explaining the whole process of localization, mainly using the example of the Google Fit App. I encourage you to take a look, although it only covers very basic elements of a translator's role in the whole process, which involves multiple stages, from product design to testing. Although I've translated website text before, I'm interested in learning more about the process of localization from the point of view of freelance translators who want to take things into their own hands and bypass LSPs to grow their direct client base. For a start, I'd love to hear more from anyone who's gone down this road already. For instance, if a client approaches me to translate their website, is there a way I can easily download the content of their website into a Google Spreadsheet for example, to then get a wordcount and offer a price for the project? How can I download all the website content (not just the text but also the tabs, buttons, etc.) to work on in my CAT tool? Does Smartcat offer a way to do this? What localization software would you recommend? I'd love to get a discussion going on this topic, I think as freelance translators we need to get tech-savvy and be able to adapt quickly to a changing and expanding industry. Take care and keep warm! Una a.k.a. The Translator's Aunt www.thetranslatorsaunt.com
  2. The Many Facets of Localization

    until
    In addition to translation, localization involves various professions that might be of interest for freelance translators. In this webinar, we talk about the different sides of the localization industry with Sarita Desai. Sarita will tell us about her experience of working in different roles in the localization process. There will be also an extensive Q&A session to help you find your place in this exciting and challenging field. The webinar is expected to take anywhere between 40 to 60 minutes. Sign up to watch the webinar. Connection details will be shared a bit later — click “Join the Event” to stay tuned! Also on Crowdcast
  3. Computational Linguistics

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    A beautiful child of linguistics and computer science, computational linguistics studies the ways and the extent to which machines can “understand” and handle language. From virtual assistants to search engines to, well, machine translation, computational linguistics has permeated our everyday communication with machines and, increasingly, each other. This Wedensday, we will be talking about computational linguistics with Michael White, an associate professor at Ohio State University and one of the creators of the Madly Ambiguouslinguistic game. Here are some questions on our list to discuss: How do machines “understand” language? How can they handle ellipses, anaphoras, and other weird Greek words ambiguous linguistic constructs? Is non-verbal communication a “computable” language, too? Can machines come up with their own language? We translators are usually ambivalent towards the progress computational linguistics has made over the last years. On the one hand, it makes our work, well, handier. On the other hand, we all saw The Terminator. Let’s find out how much substance there is to our fears and aspirations during this one-hour discussion! Sign up to watch the webinar. Watch on Crowdcast Also on Crowdcast
  4. Expanding on the video game localization front, I decided to share a very nice article by Marianna Sacra that I found on The Open Mic the other day. Marianna wrote an article on "Accents and Dialects in Games - Yay or Nay?", and she pointed wonderful things that can often be a challenging for translators at any levels. While her article is meant for gaming, these are characteristics that can be found in many other sources. Her thoughts might very well come in handy in your localization projects. Determining these is where the greatest challenge lies. More often than not, accents are detrimental. At the same time, you have to wonder if you might be damaging the feel of the game/movie/etc. if you don't portray it, somehow. Hard to please everyone! So true! This is really good advice. In the LocJAM4 competition I exaggerated in the accent part, and paid the price. There was an erudict that played a central role as tutor for the player, and he spoke in pseudo-medieval. Instead of going for a literate Portuguese, I went with building an entire accent just for him. People would either pick it up immediately or have a hard time reading it. The possibility of going wrong should have been enough for me to tone it down... But I wanted to maintain the style for its uniqueness. You need to remember that the localization isn't made for you. It's made for the public, the players. They want to feel good while playing the game, not to have a headache. Unless that's the very premise of the game, be gentle on them. Do the most sensible. Take it from someone who knows it! That was a wonderful read. What's your experience dealing with accents and dialects? Know something that hasn't been mentioned? Leave your thoughts below.
  5. Hey everyone, Claudia Befu wrote a nice guide on website localization, here, at The Open Mic. She went through it really thoroughly, and whether you are starting out on website localization, or you've done this a few times already, it's a good idea to check out what she has to say, for there might be great suggestions to improve your game. Here's some snippets: Often overlooked, but it's a great idea to have one. Collaboration is unfortunately something that you won't always get, but try and achieve it and incentivize it as much as possible. For the sake of keeping it short for the forum format, I had to paraphrase some of the article's content. These are in italics. Letting your client in the loop is great. They don't expect this level of detail when a translator communicates with them. It's always good to go above and beyond what you're expected to do. Communicating with them is a part of it. Just keep in mind that most people don't care, and if that's the case, avoid the details. Another problem with too many details is that you may hit some barriers that prevent you to do something the way you intended to. This is extremely valuable. Just like in any other translation, actually. But in website localization, you have to deal with so many variables, such as different browsers, coding, browser settings, etc. Making sure that everything is in order will make you stand out from everyone else, a lot. Especially if you are a one-man-army. (Or woman, of course) Again, excellence is shown in the details. Go beyond what you are expected to do. Alright, I hope this helps you prepare for your website localization project. I encourage you to take a look at her full article if you have the time. Then come here and tell us what you think, and if you have any other steps you like to include in your process! Let us know if this has been useful.
  6. I love Bram Stoker's Dracula. Out of the popular classical books such as Dom Quixote, 20,000 Leagues Under the Sea, the Invisible Man, Dracula is one of my favorites. I find the way the story is told, by secondary characters (maybe primary) rather than a narrator, to be quite enticing. This article over here by Alison Kroulek, from k-international, talks about some interesting stories of how the translation of Dracula allowed it to become more accessible and so popular. Quite impressive, I'd say! Question: was so many translations what made it popular, or the other way around? Maybe both. :O My entire life was a lie. They continue... Ah, it's not the first time a translation has made something infamous. That's my family's background, right there. Talk about taking liberty in a localization. Talk about taking liberty in a localization. But hey, it worked. Hahaha, that's funny. So, I believe this story raises a number of questions. How much liberty one should take when translating literary texts? We have the example in Icelandic. Some people think it's great, better than the original - and it might well be, but is this any different than taking a story and making one up based on the original? That's often considered plagiarism (unless it's better), but in translations that's considered something else entirely. We also have the example in Japanese, which although the story wasn't changed, the format was adapted a lot. Does a story really needs to tie in to its society in order to be successful? Romania adopted Dracula as part of its history, rather than the other way around. Might the same have happened in lots of other cultures? How much from a national culture actually comes from personalities imprinted on a culture through stories and people's beliefs? Dangers in translation: since most book stories actually only become famous long after the author has died, it's difficult to resolve certain riddles and references. In the case of Dracula, the association with an historical figure is dubious, and it might have been due to translation liberty... And what do you think? Let us know in the comments.
  7. Hello! I'm creator of the desktop accounting/management software for freelancers called BaccS (http://www.ibaccs.com). Recently I've launched localization project here on SmartCAT to translate BaccS into several languages. Currently, it is partially localized (French, German, Italian, Polish, Spanish). Instead of creating job posting, decided to open thread here to invite interested translators to participate in localization process. Although this is voluntary and mostly intended for existing BaccS users, maybe it will be attractive for anyone to provide help in exchange for a free (or partially free) license (depending on amount of translated words) or extended support (including creation of invoice templates per your requirements). Offers to add new languages are welcomed. All details here: BaccS localization Eugene.
  8. Yesterday I read this post by Sarita Desai, formerly posted on Multilingual. She talks about how she became a localizer, and about some of the responsibilities that localizers have. She also briefly comments on the difficulties that people have in understanding the profession, and also the different roles one can take within a localization field. Different than most posts, hers is short, but very chewable. The most interesting section, for me, was this one: It's interesting to think that translations are a part of so many different things, right? It's an essential component of so many business and professions. As a translator, I also got access to numerous other activities that aren't translations themselves, such as subtitling, QA, even software design. Also, this article brings to attention that localization is something hard to grasp, and sometimes even for people already working in this industry. The roles, activities and responsibilities of translators, interpreters, editors, copywriters, QA specialists or anything else really, aren't always clear, sometimes not even for the people who name themselves like that, and often by the people who hire them as well. Most translators either don't get the opportunity to try out other positions, or they don't take these opportunities when they show up. Reasons vary, but this unfortunately creates gaps that would be better filled. The LocJAM was a great opportunity for people to test their skills and try first hand what sort of different activities one could have in a localization process, together with translations. But there are numerous ways to do that. Like starting a voluntary translation project, for instance. You can form a team and plan your work all within Smartcat, so you can also eliminate a lot of hassle there. All this opens up the opportunity to discuss a few things: How does one become a localizer? The different roles and functions in the localization field. The lack of understanding about the nuances of a particular role -- any role, not just in translations, but particularly so. Sarita's article is short and I recommend you take a quick 2-min read just to get in the mood, and then share your thoughts below! @Renan Felipe dos Santos, @Shaimaa El-Shamy. @Roxana Rivera, @Gabriel Ninô, @André Moreira. @Sherry, @Manuel J. Muñoz, perhaps you guys would like to share your experience working in the LocJAM, and/or about your localization experiences in general!
  9. I was checking out Level Up Translation when I found this blog post over here, by Damien. They have a list of useful tools for various localization efforts, and I was interested to see this portion over here: Now, these tools are aimed at game developers (maybe some of you are?), but they can also be of aid when working on a localization project yourself, or even when recommending solutions to a client, so keep them in mind. Cheers! @AaronCampos, @Igor Kozlov, @Anthony Teixeira, @Manuel J. Muñoz, @Shaimaa El-Shamy, @Renan Felipe dos Santos, @Gabriel Ninô, @Roxana Rivera this may come in handy. Would you guys be able to add to this list?
  10. Today I read another post from Jennifer O'Donnell, an insightful video game translator with great perspectives and understanding of the art of localization. Called Cultural Anthropology, published in The Open Mic, her post talks about the importance of knowing what it feels like to live in both source and target (those are my own words). She said something which gave me some thoughts to ponder. Which is absolutely true. The feeling you get when playing a localized version of a game can oftentimes be tremendously different from the original. I particularly like to play games in their English versions, if it is the original version, because the sensory feedback I get from the game is completely different. Maybe that's because the language you're using to think greatly shapes your reaction to stimuli. Or it's simply because, together with the language, you get numerous smaller nuances that, when packed together, form a distinct experience. Likely, a combination of everything. I'm certain that, to some people, some of the stronger localization changes (such as removal or redesign of certain pieces of the game) are a bomb to deal with. Either way, Jennifer is right, and it's a consideration we Game Localizers need to have. While I don't believe you need to have physically lived in both source and target culture, with the advent of the internet, there is no denying having such an experience is going to be a huge advantage. Maybe I feel that way because the internet is filled with american culture and I work from American English. Regardless, that reinforces the point that localization is greatly in line with the Marketeers' transcreation. I like to think of this as an universal practice, applied even in day-to-day translations for an effective result. But I digress. Coming back to the post itself: Above, a simple example of dilemas you have to consider when making a thoughtful work. Especially complicated when translating from and to very distinct cultures, as is often the case with Japanese to English translations, as with the author as well. Which begs another question. Is this really exclusive to video games localization? I don't think so. But I know that Video Games have an even stronger need for it than most contents. I believe localization is a muscle that every translator should exercise. One can learn monstrous levels of skills by translating a single video game. Let alone living by it. Alright, I said enough. What do you think? I hope this sparked some thoughts on you, maybe some desire to explore and level up a bit. Hahaha @AaronCampos, I believe you'll find a particular interest in this.
  11. Coming straight from another localization topic, I found this simple and direct post on a few great techniques to deal with complicated words in translations. Published by Juan Pablo P. on Trusted Translations' blog, he discusses 5 "tools" you can use to handle untranslatability. Being a Spanish translator, Juan uses a couple of simple Spanish<->English examples. While reading, I thought about a situation I came across on the Fallout 3 DLC: Anchorage. Anchorage is a word in English used to describe the feeling of belonging to a place so much that you feel anchored to it. There are many ways to describe it, but as far as I heard, there aren't many languages with a word for this very definition. In Portuguese we have Saudades, which means longing for, but that's not quite the same thing. Here are a few other examples if you wanna satiate your curiosity. Anyway, let's take a look at what Juan had to tell us. Like the example with Anchorage and Saudade, yes. Simple, but often neglected by people in the process of gaining experience. As mentioned in the post, often happens with technological innovations, but that's something I like to do in my day-to-day life as well. So much simpler like that. "Calque", as a word, wasn't familiar to me. That's another solution I made use of in some occasions. A very simple solution, broadly used in translations, I see this as one of the most common and simple ways to solve the issue. Often making an improvement upon the original, might I add. This is often neglected, but it's another powerful technique one should always keep in mind. And Juan had a few interesting notes to part with: Thanks Juan, that post was great. I recommend you go ahead and read it yourself, the post is a pleasure to read and there are more details to munch. Do you people know of any other interesting techniques you'd like to share? @Tanya Quintieri, @Una, maybe you girls from marketing translations has something special in store.
  12. LocJAM4 — Game Localization Competition

    Hi everyone! http://www.locjam.org/ The LocJAM is a non-profit game localization competition held by IGDA (International Game Developers Association). It's free, requires no registration, has amateur and professional categories, and plenty of language pairs. (English to Arabic, French, German, Italian, Japanese, Portuguese (Europe & Brazil), Russian, Spanish (Europe & Latin America). The localization can be done in less than a day, is completely online, and is a great opportunity to get to know a different field, or simply prove (and hone) your skills. There's quite a community of friendly people studying for the contest, and some of them hold study groups around the world. You can find more information in the website itself. Being a videogame localizer, I'm bound to put all my efforts into it, and I'd like to share this event with all of you, and invite you to participate! Maybe we can discuss about it here in the smartcat forum and learn together. Ace the contest! I'm hoping to see all of you there. ------- Here are the main threads about LocJAM on this forum — but feel free to create your own!
  13. LocJAM4 - Main Discussion Thread

    Hi everyone, LocJAM is a non-profit videogame translation contest organized by team GLOC and the Localization SIG of the IGDA, with the support of the IGDA Foundation. Free, takes less than a day to localize, and you've got two weeks to hone it. It's quite a chance to test and improve your skills. Here, in the smartcat forum, we are promoting an online study group. You are welcome to join and share your thoughts! This will be our main thread for talking about how to best solve the challenges in the LocJAM4 game localization process. We should tackle one challenge at a time, but feel free to add your concerns at any moment. For a list of helpful resources, check this thread: https://forum.smartcat.ai/topic/306-locjam4-resources/ For help, go to this thread: https://forum.smartcat.ai/topic/305-locjam4-help/ ------------------ Challenges to Discuss ------------------ -- Is the mage female? -- The Narrator's Style -- The Game's Initial State -- Item Translation: DIE-ary of the Brave. -- How to trigger the "That name is not available" message. -- Pun: The Archfiend is a True Friend -- Classification Translation: RPG-like command battle style-ish clue solving game! ------------------ Solutions Provided ------------------ -- The Game's Initial State - @Gabriel Ninô You are the Mage, within the Archfiend's mind, within the Brave's body. The Brave's mind is within the Archfiend's body. He's the one to talk to you in the beginning. Prior to the first scene, the Mage arrived in the battle, the Archfiend took an Esther potion, and then the Mage cast Possession on the Archfiend. The Brave then arrives, casts Switch on the Archfiend, and you (together with the Archfiend's mind) are transferred to the Brave's body, and that becomes the first scene. The game is within a loop until you break free of the loop by fueling the Brave with Ether, instead of fueling the Archfiend's mana pool. -- How to trigger the "That name is not available" message. The game reserves the names of the Brave and the Archfiend, the characters you can control, so you don't get confused while playing, but it only does so in the game's original language, Japanese! - @Gabriel Ninô Insert まおう or ゆうしゃ to trigger the message. They mean Archfiend and Brave respectively. The game supports Copy and Paste. You can also use maou or yuusha instead. -- The Narrator's Style A biblical tone. Use of rhymes and poetic speech. A specific dialect which only he employs, sounding ancient or wise. Riddles. Check the Resources thread for inspirations. -- Item Translation: DIE-ary of the Brave. The pun is nor merely on the pronunciation of Diary, but also in the idea that by reading it, you will die. - @Renan Felipe dos Santos This is an item in which you'll most likely not have an equivalent pun in your language, so this may be the time to transcreate. Even at the cost of the pun, you may still attach the meaning to death and create something original. -- Game's Classification Translation: "RPG-like command battle style-ish clue solving game!" If your language can aggregate words together, such as German, this may be an opportunity to do so. If your language does not support this, but supports the attachment of suffixes, that may be an alternative. If your language doesn't support either, you can still add idioms and words to present the feeling of being overwhelmed.
  14. Greetings from Córdoba (Spain)

    Greetings from Spain, My name is Manuel Jesús and I am finishing the Degree of Translation and Interpreting (at this moment I have only to defend my Bachelor Thesis to finish the Degree! ). My working languages are Spanish (native), English and German. I am very passionate with these three languages, but mostly with Spanish, the language which saw how I grew up. My love for my native language allowed me to collaborate with a professor in the area of Lengua Española (Department of Language Sciences). For that reason, I have a perfect knowledge of Spanish language. Please do not hesitate to get in contact with me if you need help about Spanish language . Moreover, with regard to translation, I love medical translation and localization. My purpose after the Degree is to do a Master's degree about Audiovisual Translation, which includes localization (of video games, web pages, etc.), subtitling, translation of films, series, documentaries, among others. Finally, my main goal is to do a PhD in Translation, but it will be a big challenge . I would like to share with you the social media where you can get in contact with me in an easier way: - Email ----> manueljm.translation@gmail.com - Facebook ----> Manuel J. Muñoz - Instagram ----> @tu_traductor_oficial - and soon in LinkedIn!! I see you there! To conclude, please remember that it will be a pleasure to help you. Thanks so much for being such a nice family of translators!! This forum is like our home . "Alone we can do so little, together we can do so much" (Helen Keller). A big hug, Manuel J.
  15. Some terms have been introduced by certain genres or specific games and popularized by their successes and lack of corresponding terms in other languages. Here in Brazil, we have the common tendency to take some of those terms and adapt them to our language without translating them. We call them "termos abrasileirados" ("brazilianised terms"), and they have become so popular among the gaming community that even developers and distributors use those terms interchangeably with their respective translations, sometimes even preferring the brazilianised version to the translation. Terms such as drops, frags, feeding, and leveling are common in the MOBA and MMO genres and it's where they are usually adapted the most. We create verbs with them, on the fly: dropando (to drop), feedando (to feed), roubando minhas kills (kill/frag 'stealing'). These are perfectly understandable to everyone even remotely knowledgeable in the game or genre. Even playing on the translated version of the games, people still use those terms as they are more familiar and relatable than their translations. An example of an awkward feeling I get every time is in the dreadful "um inimigo foi assassinado" (an enemy was murdered), which sounds like a crime instead of a feat, within the game's context. So my question is: if we understand the English terms, if we use them so popularly, if they often even feel so much better than their translations, is it so wrong to leave them in their original form? Would a game be sacrificed and purged from existence if it had untranslated terms on purpose? The ones we know are understandable and relatable as they are. We have those terms already, mostly for classes, items/objects and locations, or for the universe specific terms, and people seem to be getting along just fine like that. I believe the Japanese are heavily known for that. Taking terms in English and using them as naturally as it can be. What is it like in your culture? Would a MOBA be criticized if it used "kills" instead of "abates"? Would the use of "feedar" in a tutorial be confusing to the players if left unexplained? I bet each specific term has a solution for those questions, and a story of their own. It may be worth discussing them individually, but the idea remains: we might be able to use our very popular adaptations as terms themselves. Don't use that as a rule, though, please. Just think about it, and discuss. Edit by @Vova: @okanist, @Alexander, @Igor Kozlov, @multjiang, @xabk, @Anthony Teixeira — would love to hear from you guys!
  16. You gave me a lot to think about with this post. I'm just having a hard time wrapping my head around a few things. If all of this is as you said it is, then perhaps we should nickname the True Brave as the True Imbecil, because some things make no sense at all. Sure, he's stupid and the game makes that clear enough, but still... If we begin the game with the Brave being inside the Archfiend, and we being controlling the Archfiend's mind, inside the Brave's body, why would the Brave fail to recognize his own body by looking through the Archfiend's eyes? The Brave, as pointed by others, doesn't know how to speak or write properly, so why does his speech at the beginning contain no flaws? Even further, why does he use words such as "utterly" and "pathetic"? Does he even knows what that means? Is he using knowledge from the Archfiend's body? After we Timewarp and meet the Brave again, he casts Switch. Then he should know he's in the Archfiend's body (or in his confusion, that he is Possessing the Archfiend). Why, then, would he cast Switch AGAIN (A second time), given chance, if he can't tell which body he's in? He should only do it once. Even more, if the Brave casts Switch (and believes he cast Possession), and is now in control of the Archfiend, why would he attack HIMSELF (His own body) as the Archfiend? When we Timewarp, we meet the Brave alone, because we are in the Archfiend, but on the very first encounter, the one that happens before the game takes place, why aren't we beside the Brave? And if we were beside the Brave, as we should, the Brave would know he doesn't have to cast Possession, because we are there to do it. And if he knew that, that situation where you described shouldn't happen, I think. There are other questions, but I'm not sure they are relevant. Is that overthinking? Prior to your analysis, my theory was this: We begin the game in Possession of the Brave (We, as the Mage, Possessing the Brave). That's why we see the world from his perspective, why we don't say anything (and neither does the Brave), and why we can't use Possession on the Archfiend - We can only cast the spells that our host knows already (otherwise we would have Possession available no matter what). We have to find a way to fix the situation we (as the party) got into, and that's the game's challenge. We fix everything by separating our minds again, and fueling the Brave with enough mana to cast Holy on the Archfiend, with the Brave being in his own body, his mind separated from ours, and us on the Archfiend, to prevent him from acting against the party, and to go back to our body once he is defeated. It didn't seem to raise that many questions for me. How we got into that situation doesn't really matter to the game, but we could speculate that it came to be due to the fight against the Evil Elites, where a similar situation came to be, and the Mage ended up in the Brave's body, as we begin in the game. When we cast Timewarp, we change history, by traveling back in time in the Archfiend's body our Mage mind gets in possession of the Archfiend, and when the Brave casts Switch, the only one switching is the Mage, into possessing the Brave, which explains why the Archfiend would begin his speech, being back in control of his own body, "unawares" of what is happening. This whole thing goes by the principle that Switch and Possession are conflicting spells, and it does open up a few other questions, but questions that could be answered simply by "because it fits the game." Then again, this answer would also fit in the questions I had when thinking about your theory. I'm not sure, I'm as confused as the Brave right now. Let's discuss this further. I'd love to hear the opinion of others.
  17. LocJAM4 - Resources

    In here, we'll be posting translation and localization resources that may be of help for the LocJAM4 Competition. Share what you will, and I'll attach everything to the main post. For general discussion, go to this topic: https://forum.smartcat.ai/topic/307-locjam4-main-discussion-thread/ For help, go to this thread: https://forum.smartcat.ai/topic/305-locjam4-help/ ------------------ Localization Insights ------------------ LocJAM Japan Winners (Extremely Important!) - http://www.locjam.org/locjam_japan_winners_2016/ LocJAM4 Kyoto Study Group Presentation - http://www.at-it-translator.com/locjam4-kyoto-study-group-presentation-topics-and-personal-notes/ LocJAM3 Winners - http://www.locjam.org/locjam3-winners/ LocJAM 2 Winners - http://www.locjam.org/locjam2-winners/ Past LocJAM Studies (Portuguese, but could be useful to any language) - https://drive.google.com/file/d/0B7noYmn0-zUHR1hpVlUtRjhIWTQ/view LocJAM2 Post-mortem analysis - http://www.at-it-translator.com/locjam-game-localization-challenges/ LocJAM3 Case Study - http://www.at-it-translator.com/introduction-to-game-localization-through-a-case-study-the-locjam3/ Video Game Localization Webinar - https://www.crowdcast.io/e/video-game-localization 10 Main Challenges of Video Game Localization Article - https://www.smartcat.ai/blog/2017/03/03/challenges-video-game-localization/?utm_campaign=com_game-l9n-challenges&utm_medium=social&sniply=game-l10n-challenges IGDA Localization SIG Facebook Group - https://www.facebook.com/groups/5617301247/ Sheila Gome's (Study Group Organizer) page on LocJAM (Plenty of interesting articles) - https://www.sutori.com/story/locjam-4 Searching the Soul of Games to Translate them Better Article - http://www.localization.it/mda-framework-searching-the-soul-of-games-to-translate-them-better/ Postmortem Analysis of Papers, Please - http://www.localization.it/postmortmem-translating-papers-please ------------------ Translation ------------------ Urban Dictionary: http://www.urbandictionary.com/ (Plenty of foul language, but very useful for clarification of idioms) ------------------ Inspiration for Character's Localization ------------------ -- The Master (Narrator) Yoda, from Star Wars The Wizard, from The Wizard of Oz The Master, from Dungeons & Dragons Gandalf the White, from The Lord of the Rings - @Renan Felipe dos Santos -- The Brave Megaman ------------------ Documents ------------------ A personal style guide I was using to organize myself - LocJAM4 Style Guide for smartcat.xlsx (Updated with more thorough QA steps) A comparison of the original, the amateur and pro versions of LocJAM Japan, and the one in LocJAM4 - IkinariMaou.xlsx - @Anthony Teixeira
  18. LocJAM4 — Problem signing up

    @Otávio Banffy Hello, I really want to participate in game localisation, so I went to the website but somehow I am not able to participate can you help me Thanks,
  19. I am a dedicated EN-TC and JP-TC localization translator with about 9-year working experience in localization industry, also familiar with the usage of various mainstream CAT tools such as SDL Trados Studio, SDL Trados, MemoQ, Wordfast, Idiom, etc., while keeping up with the trend of "CLOUD"-based CAT tools/platform such as SmartLing, SmartCAT, etc. Furthermore, I have sufficient working experience about the workflow and process of localization. For me, every chances of cooperation with potential LSPs and outsourcers from everywhere is my treasure and also pleasure.
  20. Hi I'm Edouard, FR translator

    Hello there, I worked as an in-house multilingual assistant and translator for a British company (Finance & HR) during more than 8 years. My experience coupled with my training in journalism have provided me the expertise and professionalism to deliver quality translations in a timely manner. I have been a freelancer for 8 months now, collaborating with major multinational companies in other fields such as Information Technology, Audiovisual, Culture, or Web. I look forward to working with you!!!
  21. LocJAM4 - missing pairs

    I love to try the contest when my language pairs are available (English - Vietnamese) T_T Look forward to the expansion of such a great contest for translators from around the world!
  22. Hello all, I'm Suat Ozturk and living in Istanbul - Turkey. I'm an experienced freelance translator in IT, engineering, software, hardware, web, localization and working in EN-TR and FR-TR language pairs. My best wishes for all. Thank you !
  23. Hey everyone, we've just rolled out our latest release! In short, the key new features are: Support of Trados TMs, Placeables, Nested HTML strings, Bank card payouts, and Neural machine translation (!) You can read the full release here, and also join the webinar where we will be showing all the stuff live. Let us know what you think of the new features!
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