Localization: What’s included in the cost?

Adapting a project for a new audience is an undertaking that requires a serious investment....

Japan’s Gaming Market: Traditions, Characteristics and Projections

As the cradle of game design, the birthplace of many world-renowned franchises and even entire...

Reskinning Games: Cloning or Breathing New Life?

Every year, new projects with exciting stories and gameplay appear on the market. In this...

GDC for Game Developers: Where, When, and Why to Attend

Game Developers Conference (GDC) is among the world’s biggest annual events for anybody with ties...

Test Tasks: What’s Assessed and How When Choosing Localization Providers

When hiring, the majority of companies that specialize in translation and localization ask applicants to...

How to apply for a job

When publishing job postings, recruiters can expect to get hundreds of people applying. Of course,...

Balancing the Client’s Vision and Localization’s Intricacies

The work of localization happens at a crossroads between creativity and clear requirements. The main...

Adapting a Game for New Markets: Localization in Unity and Unreal Engine

Game localization is the translation and adaptation of video games for different languages, cultures, and...

What is game localization?

What Is Game Localization: A Complete Guide Video games comprise one of the most popular...

Advertisement Translation: What Is It, Who Needs It, How Does It Work, And How Much Does It Cost?

Translating ads involves more than just converting a text from a source language into a...

Exploring 13 International Market Entry Approaches

Market entry strategies is an umbrella term for methods and techniques used by companies to...

“Translators need to channel their skills towards editing” Interview with Sarah Müller, Head of Localization at Gameforge

Gameforge was founded in 2003 and released their first game — the space-themed simulator OGame....

Gender in Japanese: what to consider during development and localization

According to 2022 research data, Japan is among the top 3 largest game markets in the...

How We Create Art

The Inlingo Art team was first launched in mid-2021. Since then, we’ve managed to bring...

University of Vigo: Spanish students’ internship experience at Inlingo

Since 2020, Inlingo has been welcoming students from universities across the world for internships. One...

The Localizer’s Toolkit: Crowdin

The Inlingo team uses a variety of tools to simplify the localization process and improve...

Japan: Everything Game Developers Need to Know

Japan can justifiably be called the epicenter of video game culture. The proof is obvious:...

How to translate a game with its fans: an example from a real project

One of the chief indicators of a game’s success is the passion of its fan...

Correct Technical Briefs: how to set tasks for artists

The work of artists always starts with a thorough examination of the technical brief. If...

Localization: What’s included in the cost?

Adapting a project for a new audience is an undertaking that requires a serious investment....

How to prepare a game for Japanese localization

Translating into Japanese is a challenge for localizers and developers alike. Editor Aleksandr Diubenko explains...

“Let the brain fill in the rest of the picture”: How we work on narratives

The narrative is the soul of a game. It immerses players in a fictional world...

Localization Project Managers at Inlingo. Part two: How we work?

At Inlingo, we have over 30 localization project managers (PMs) who are in charge of...

Localization Project Managers at Inlingo. Part one: How to pass an interview?

This guide will explain what this position entails, the qualities we’re looking for, and how...

“Good lockits and style guides save a lot of time” An interview with Natalie Gladkaya, localization director at Plarium

Natalie Gladkaya has always loved linguistics, but she never expected to one day merge her...

“It’s the people that come up with trends that have the biggest success” James Schall, Director of Publishing at Secret Mode.

It’s quite possible to create a game and successfully bring it to market independently, but...

How to break lines in Asian languages

When we write texts in Russian or English, we don’t even think about how to correctly break, or split, words over...

“The acceptance of smartphone games is a matter of time.” Javier Barnes, Senior Product Manager at Tilting Point

Creating a really good game that millions will love is only half the battle. The...

“Soft skills have more of an impact on your performance than knowledge” Martin Kullberg, Head of Talent Acquisition at Paradox Interactive

The HR industry has been gaining momentum lately, as the competent selection of employees directly...

3 Translation Programs for Localizers: Pros and Cons 

The success of a localization depends directly on translation quality, which is why we are...

What to Remember When Localizing into American English

Americans are a very grateful audience in which gamers are willing to pay well for...

8 Important Factors When Localizing Games into German

In 2020 the German computer game market was the fifth largest in the world. It’s...

Vive la localisation! How to localize into French

Localizing a project into another language is like walking through a minefield. It’s extremely hard...

What is localization testing (LQA) and why is it important?

How can you make sure that the localized version of your game will be just...

“What is BizDev”– Interview with Alexey Trushkov, FunPlus Russia

Pavel from Inlingo: Let’s start with the kind of questions Freud would ask. When did...

“Entertainment Dies With Food” – Interview with Ilya Karpinsky, director of strategic development at MY.GAMES

On in-game concerts, attracting investment, and working without crunches Ilya Karpinsky is a godsend for...

Three pitfalls of localization into Japanese

Localization into Japanese is very complicated – it requires taking into account a lot of...

“The game needs to be challenging and offers players freedom” Interview with Ivan Buchta, Creative Director at Bohemia Interactive

On the future of military sims, making realistic game mechanics, and devotion to the community....

“Quality over quantity” Interview with Xavier Marot, Head of Line Production at Focus Home Interactive

Xavier Marot is the Head of Line Production at Focus Home Interactive that published popular...

Interview with Fawzi Mesmar, Head of Design at EA DICE

College gaming departments, game designers’ secrets for inspiration, and the genres of the future Fawzi...

“If you have the muscles go info offensive mode” – Interview with Hendrick Lesser, president of EGDF

In times of crisis, many companies could use a helping hand – and it is...