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Copyright Universidade Federal de Santa Catarina, UFSC Centro de Comunicação e Expressão Jan-Jun 2013

Abstract

According to the authors, ultimately, the level of content localization in a game is directly dependent on how much money is invested in the distribution of a title in a given country. Besides the amount of content to be localized, the potential number of copies to be sold in a given linguistic market determines into which languages a game title will be localized. The third section covers the description of the production of localized content, from important aspects on how to create a lo calization- friendly development process, the tools used for localizing games, the integration and management of different assets (text, voiceover, art, cinematics, subtitles, lip-syncing, etc) in a project, to the testing and launching of a localized title. According to Kate Edwards, contributing author in the chapter called Culturalization of Game Content, culture and context related aspects should be viewed as a step further beyond the texts and command prompts to be translated in a game. The authors make it clear that although the processes involved in localizing a game should be carried out by several professionals, they also emphasize the importance of developers promote an environment of shared responsibilities in their companies, where programmers, translators, testers are oriented into perceiving the localization of games as a context-aware process.

Details

Title
The Game Localization Handbook. 2nd ed.
Author
da Silva, Fernando
Pages
251-256,265
Section
REVIEWS/RESENHAS
Publication year
2013
Publication date
Jan-Jun 2013
Publisher
Universidade Federal de Santa Catarina, UFSC Centro de Comunicação e Expressão
ISSN
01014846
e-ISSN
21758026
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
1439534825
Copyright
Copyright Universidade Federal de Santa Catarina, UFSC Centro de Comunicação e Expressão Jan-Jun 2013