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Xbench personal checklists
Xbench personal checklists





  1. #XBENCH PERSONAL CHECKLISTS UPDATE#
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Tossing the files at your translators and forgetting about them (files and translators alike) may sound tempting, but that’s a good way to lose clients. Obviously, the changes should be made across all language pairs.

#XBENCH PERSONAL CHECKLISTS UPDATE#

And don’t forget to make sure the client knows you’ll need time to update the translation after getting feedback from them. Constantly reminding translators about that or going through the translation yourself to find those problem spots is absolutely essential. If nobody’s asking questions, the localization is no good. It’s worse when a French player shoots up ( tirer) the door instead of just pulling it open ( tirer).Ĭontext is important to translations, and questions are how you get it. Empty glossaries lead to inconsistencies.ĭark Tower and Tower of Darkness aren’t the same thing when we’re talking about game locations. If the translation quality is six out of ten, a replacement would again be a good idea. If there’s a problem, they need to be replaced. If anyone is falling behind, they need to be contacted to find out if everything is okay. The project manager should have an answer for each of those questions. How many words have been translated? How many words have been edited? What kind of interim feedback have the linguists gotten? Is the glossary filling up? Are all requirements being met? Are the translations consistent? Is the team asking questions? Is the client answering those questions? Are corrections being made? Here’s what needs to be tracked on a daily basis: Reality will rear its ugly head at some point, but we’ll work around that later. And if you want to see progress made every day, every check should be in place-even the head editor’s husband’s sister’s birthday should be there. The schedule should look like that stock picture. But when you see the picture, you imagine perfect sushi just one click away. Of course, a thousand things could go wrong: a dishonest produce supplier, a tired chef, a clumsy delivery person. The worst-case scenario is missing deadlines and causing problems for the client. The best-case scenario is the project manager burning out. And keeping everything in your head can be great, though it’s not the best idea. No long-term project can get off the ground without this (unless it’s over the edge of a cliff). As they need their own article, let’s go back to the project manager’s thought process. Let’s start with this: there are a thousand and one CAT tools (computer-assisted translation tools nothing to do with felines) that make that localization life simpler. Here’s how a new project always forms up in the project manager’s head:

xbench personal checklists

Take the text, translate it, stick it into the game, and profit. So, what’s a developer to do if they don’t want their game to flop? Come talk to us, of course. Beginner linguists may come up with fantastic translations, though they still won’t hold up under quality checks since they were done in an XLSX file-the lockit (the file with the text for localization) structure isn’t available, so all those rough edges can’t be smoothed down. No matter how experienced the translator is, their chances of guessing where a particular line goes in a game is directly correlated to the number of meanings the word has.

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Let’s take the word “bark.” Is it the sound a dog makes or the outer skin of a tree? Do you see the problem? There’s no way of telling unless you can see the context. What is a machine going to do when even humans don’t always understand the context right away? While machine translation is one answer to this problem, it is often less a solution and more a new set of problems. And those reviews might only be there because of the poor impression the players had of the localization.

#XBENCH PERSONAL CHECKLISTS SERIES#

Even a masterpiece can get lost in the shuffle when you have an onslaught of new projects, one of which gets a series of negative reviews after launch. But there’s one thing that can negate all your hard work. Quality games take off with potentially exponential growth. The gameplay has to be fun, the plot has to be engaging, progress needs to keep you interested, and the bugs need to be out of sight or at least not critical.

xbench personal checklists

If you want your game to be a hit, you’re going to have to invest heavily into it or get very lucky. One of our project managers at Allcorrect is here to share his experience and talk about some of the job’s key aspects.

xbench personal checklists

Sometimes it’s a scream of joy, others of horror. Working in localization can make you scream.







Xbench personal checklists