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Tag Archives: preproduction

G11N, I18N, T9N and L10N For Video Games

G11N, I18N, T9N and L10N For Video Games

G11N, I18N, T9N and L10N for Video Games

 

Numbers

 

Wait, what? You didn’t think video game localization would be about numbers? Well, aside from budgeting, (which is actually one of the most fun aspects of the video game localization process for me), you might have come across a few confusing acronyms such as T9N, L10N, I18N, C13N, and G11N. In this article, we will explain each one of them.

 

T9N = Translation

The process of converting text from a source language into a target language.

 

L10N = Localization

The process of adapting a game or software to a specific locale’s language, culture, and legal requirements. It involves modifications to the user-visible components of software such as the user interface, images, documentation, etc.

 

I18N = Internationalization

The process of designing a software application so that it can be adapted to various languages and regions without engineering changes.

 

C13N = Culturalization

Content adaptation for different markets to be carried out according to culture-specific elements, such as history, religion, ethnicity, and geopolitics.

 

G11N = Globalization

The broader process to adapt and sell a software product to an international audience. It encompasses the rest of the disciplines, including marketing.

 

Did you get the pattern? The numbers between the two letters represent the number of letters between the first and last letter of each word.

 

Interested in more Insights? Checkout Localization Begins During Pre-Production! and Video Game Localization: More than Creative Translation!

 

If you want to know more about the video game localization process, sign up for our next Game Localization Master Class.

 

Learn More:

 

Game-Loc-MC

 

If you are interested in learning more about the Game Localization Master Class please click here.
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About the Author

Francesca Sorrentino has been in the video game localization industry since 2010, covering various roles: from marketing intern and translator for online games at Wooga and Bigpoint, to Senior Multilingual Localization Specialist at Electronic Arts managing large, multilingual titles such as FIFA, to Program Manager for the Games department at Alpha CRC.

Having experienced both the client and the service provider side of the industry, Francesca recently decided to become a freelance translator and consultant and is currently working as Conference Manager for Game Global, a conference dedicated to video game localization and QA, which is continuing to give her the chance deepen her knowledge about processes, challenges and best practices in the gaming industry.

Francesca holds a B.A. in Translation and an M.A. in Conference Interpreting, which she obtained in Italy, and has spent the last 10 years living and working first in Germany and now in beautiful Barcelona, Spain.

Connect with Francesca:

Connect with Francesca on LinkedIn

Email: Francesca[at]gameglobal.events

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Disclaimer
Copyright © 2021 The Localization Institute. All rights reserved. This document and translations of it may be copied and furnished to others, and derivative works that comment on or otherwise explain it or assist in its implementation may be prepared, copied, published, and distributed, in whole or in part, without restriction of any kind, provided that the above copyright notice and this section are included on all such copies and derivative works. However, this document itself may not be modified in any way, including by removing the copyright notice or references to The Localization Institute, without the permission of the copyright owners. This document and the information contained herein is provided on an “AS IS” basis and THE LOCALIZATION INSTITUTE DISCLAIMS ALL WARRANTIES, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTY THAT THE USE OF THE INFORMATION HEREIN WILL NOT INFRINGE ANY OWNERSHIP RIGHTS OR ANY IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.

Localization During Video Game Pre-production

Localization During Video Game Pre-production

Localization During Video Game Pre-Production

 

Game creation begins long before the production stage. During a video game development project, pre-production is the initial planning phase that focuses on creating core concepts and writing initial design documents that describe the future game. This pre-production stage influences the overall success of the development cycle and the team spirit, as everyone gets aligned and ready to achieve the best results.

Having been in the video game localization industry for over 10 years, I can tell that localization stakeholders are not always included in the pre-production stage, although their contribution is also very important for the overall success of the game.

So why should localization teams be involved in the pre-production stage?

We won’t deep dive into all the pre-production phases in this article (if you are curious about the steps you can read more in this fascinating article by Room 8 Studio), but there are two critical steps in the video game localization process that should happen during pre-production and all  beginner localizers should be aware of:

Culturalization (C13N)

If you want to take your game to an international audience, it’s important to assess the market in each territory and make sure you make the right creative and content choices. Sometimes your content will need to be adapted to a certain market in order to get more engagement from your players. Several culture-specific elements must be to be taken into account, such as history, religion, ethnicity, and geopolitics.

Internationalization (I18N)

Internationalization is basically everything that engineers (i.e. software, test, and content engineers) can do to enable localization to be done faster, cheaper, and with higher quality. It’s important for video game developers to know which steps they have to take in order for the game code to be able to accommodate more languages, and in many cases it is the localization team who will walk them through the process.

Do you want to learn about why involving the game localization team in the pre-production stage is a good idea? Sign up for the game localization master class, starting on June 14.

 

Interested in more insights? Checkout G11N, I18N, T9N and L10N for Video Games and Video Game Localization: More than Creative Translation!

 

 

 

If you want to know more about the video game localization process, sign up for our next Game Localization Master Class.

 

Learn More:

 

Game-Loc-MC

 

If you are interested in learning more about the Game Localization Master Class please click here.
0

About the Author

Francesca Sorrentino has been in the video game localization industry since 2010, covering various roles: from marketing intern and translator for online games at Wooga and Bigpoint, to Senior Multilingual Localization Specialist at Electronic Arts managing large, multilingual titles such as FIFA, to Program Manager for the Games department at Alpha CRC.

Having experienced both the client and the service provider side of the industry, Francesca recently decided to become a freelance translator and consultant and is currently working as Conference Manager for Game Global, a conference dedicated to video game localization and QA, which is continuing to give her the chance deepen her knowledge about processes, challenges and best practices in the gaming industry.

Francesca holds a B.A. in Translation and an M.A. in Conference Interpreting, which she obtained in Italy, and has spent the last 10 years living and working first in Germany and now in beautiful Barcelona, Spain.

Connect with Francesca:

Connect with Francesca on LinkedIn

Email: Francesca[at]gameglobal.events

Contact Us - Video Game Localization

    Please select if you would like to register for our mailing list to receive more articles like this.
  • This field is for validation purposes and should be left unchanged.

Disclaimer
Copyright © 2021 The Localization Institute. All rights reserved. This document and translations of it may be copied and furnished to others, and derivative works that comment on or otherwise explain it or assist in its implementation may be prepared, copied, published, and distributed, in whole or in part, without restriction of any kind, provided that the above copyright notice and this section are included on all such copies and derivative works. However, this document itself may not be modified in any way, including by removing the copyright notice or references to The Localization Institute, without the permission of the copyright owners. This document and the information contained herein is provided on an “AS IS” basis and THE LOCALIZATION INSTITUTE DISCLAIMS ALL WARRANTIES, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTY THAT THE USE OF THE INFORMATION HEREIN WILL NOT INFRINGE ANY OWNERSHIP RIGHTS OR ANY IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.

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