In 2020 the German computer game market was the fifth largest in the world. It’s no surprise then, that many…
Localization

Vive la localisation! How to localize into French
Localizing a project into another language is like walking through a minefield. It’s extremely hard to know when you’re going…

Three pitfalls of localization into Japanese
Localization into Japanese is very complicated – it requires taking into account a lot of nuances that are completely unimportant…

“Never skip LQA. That’s a bad idea.” Interview with Maria Lesk, Localization Director at Daedalic Entertainment
Good localization checklist, working with gamers’ criticisms, and a universal set of languages for translation

“Get ready for your empathy to glitch”: how to communicate with Korean game developers
This interview was written for the BDinGD website—a networking project of Inlingo company. On BDinGD we speak about business processes,…

“The game has to be super amazing for you to forget about the language barrier” — An Interview with Global Localization Manager at King, Miguel Sepulveda
Reading Time: 30 Minutes We interviewed Miguel Sepulveda, Global Localization Manager at King (Candy Crush Saga). Our business developer, Levon,…

Localization: a job for freelancers or translation agencies?
Anastasiya Nikolayeva, director of localization for G5 Entertainment group, a developer and publisher of casual and free-to-play games for smartphones…

Choosing editors for a project: how we put together a team at INLINGO
Today we’ll be responding to a question about how we put together a localization team for a project. Alexey Medov…

Fan game localization, or is working with volunteers worth it?
Today we’ll try to figure out if it’s worth engaging volunteers to work on your game localization and why you…

Choosing a localization method: in-house department, publisher, or fans
Who does a game start with? With the developer. They create the product, and then are faced with the question…

Video game culturalization as demonstrated by a Three Kingdoms game: complexities and solutions
This is our next installment of expanded and fleshed-out material from the How Games are Made podcast. Today we have…

CASE STUDY: World of Submarine
The client is GD Company — a publisher with 11 titles, among which are major strategy projects and casual time-killers. The…