theory and practice of games localisation: academic training vs professional reality in spain and...
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Theory and Practice of Games Theory and Practice of Games Localisation: Academic Training vs Localisation: Academic Training vs
Professional Reality in Spain and the Professional Reality in Spain and the United KingdomUnited Kingdom
International Conference on Translation andInternational Conference on Translation and
Accessibility in Video Games and Virtual WorldsAccessibility in Video Games and Virtual Worlds
Jennifer Vela ValidoJennifer Vela [email protected]
Curri Barceló Á[email protected]
Roehampton University. London, 9th June, 2012
Overview1. PROFESSIONAL REALITY
2. ACADEMIC TRAININGo Academic training in Spaino Academic training in the UKo Spain vs UKo Academic profile
3. RECOMMENDATIONS AND CONCLUSIONS
1. Professional Reality
“The games industry creates more benefits than the movie
industry in the UK and US markets alone, an industry that brings people out from cinemas
and television and sits them with their controllers to play
during hours instead.”
(Chatfield, Tom. 2009)
Games industry market
• 31.6 billion dollars annually
• 91.98 billion dollars by 2015
• Around 30-50% to world market
(Chandler, 2012)
“Selling a videogame in an international market can prove huge benefits for its creator”
(Diana Díaz Montón, 2006)
Potential marketsSouth-Eastern Asia
Eastern Europe
Latin America
Middle East
• Publishers find ways to maximise the sales abroad by creating localised versions of their games.
• There is still some lack of knowledge about how to make the localisation process more efficient and smooth, yet keeping high quality standards and within budget.
• Fast pace industry → Try and Error
Some ignorance of how the industry really works.
• Joined in 2005
• Requirements: BA in Translation and Interpreting (or equivalent) and fond of games
• Good eye for detail
• Good communication skills
• Excellent command of their native language and good knowledge of English
Tester’s Training within the company
• One-week training.
• Explanation of tools to use (bug-tracking).
• Reading 70-some pages documents about Games industry, Games glossary and Company guidelines.
Ready, steady... You are now a tester...
Tester’s Learning within the company
• Enter bugs (accurately).• Spending hours playing the same (repetitive
tasks)• Use of bug tracking tools (TestTrackPro)• Format Holders Standards• Gaming skills to finish as quick as possible• Games terminology
3-4 months to reach the required level
Shorten the training process.
Adding this knoledge at university level
2. Academic training
Academic training in Spain
Academic training in UK
Spain vs UK
Academic profile
3. Recommendations and Conclusions
Theory and Practice of Games Localisation: Theory and Practice of Games Localisation: Academic Training vs Professional Reality in Academic Training vs Professional Reality in
Spain and the United KingdomSpain and the United Kingdom
Thank you!Thank you!
Jennifer Vela ValidoJennifer Vela Valido@ligeis@[email protected]
Curri Barceló Ávila@Currixan