Alconost reposted this
A month before launch is the worst time to start localizing your game. I joined Josh Bycer on the Game Wisdom podcast to talk about common localization mistakes, why they happen, and how to avoid them. Here’s what we’ve talked about: – Why starting localization 2 weeks before launch is a bad idea (spoiler: it will be both chaotic and expensive) – The most challenging game genres for localization – When AI translation works (and when it fails badly) – How to spot and fix text overflow when translations don't fit buttons – How content prioritization helps you cut the budget for localization – Challenges and solutions for localized voice-overs Cultural adaptation is important not only for more ‘exotic’ cultures like Japanese or Arabic. Cultural misfits happen even within English-speaking markets! In the podcast I shared how our QA tester from the UK caught a joke about the English Queen that wouldn't work for British players. Listen to the podcast and learn practical localization tips you can use before your next release: https://lnkd.in/eHEKFpRg About us: Josh Bycer - a game design expert and the creator of Game Wisdom, a platform dedicated to critically examining game design and the industry as a whole. Alexander Murauski - the CEO of Alconost. We localize games and other products into 120+ languages by bringing together linguistic excellence, engineering expertise, and professional AI-enhanced localization platforms. #GameDev #GameLocalization #Localization #IndieDev #GameDevelopment