Interview

“Translators need to channel their skills towards editing” Interview with Sarah Müller, Head of Localization at Gameforge

Gameforge was founded in 2003 and released their first game — the space-themed simulator OGame....

«А great looking environment can’t make up for bad playability» Interview with Martin Teichmann, Lead Environment Artist at Postcard Game Studio

Minute detais can build up into large and multifaceted worlds. Environmental artists know this is...

“Good lockits and style guides save a lot of time” An interview with Natalie Gladkaya, localization director at Plarium

Natalie Gladkaya has always loved linguistics, but she never expected to one day merge her...

“It’s the people that come up with trends that have the biggest success” James Schall, Director of Publishing at Secret Mode.

It’s quite possible to create a game and successfully bring it to market independently, but...

“The acceptance of smartphone games is a matter of time.” Javier Barnes, Senior Product Manager at Tilting Point

Creating a really good game that millions will love is only half the battle. The...

“Soft skills have more of an impact on your performance than knowledge” Martin Kullberg, Head of Talent Acquisition at Paradox Interactive

The HR industry has been gaining momentum lately, as the competent selection of employees directly...

“Everything in a screenplay has a purpose, no scene or dialogue is wasted.” Interview with Micky Neilson, a writer at Frost Giant Studios

Micky Neilson started his gamedev career as an artist, but his childhood passion for writing...

“What is BizDev”– Interview with Alexey Trushkov, FunPlus Russia

Pavel from Inlingo: Let’s start with the kind of questions Freud would ask. When did...

“Entertainment Dies With Food” – Interview with Ilya Karpinsky, director of strategic development at MY.GAMES

On in-game concerts, attracting investment, and working without crunches Ilya Karpinsky is a godsend for...

“The game needs to be challenging and offers players freedom” Interview with Ivan Buchta, Creative Director at Bohemia Interactive

On the future of military sims, making realistic game mechanics, and devotion to the community....

“Quality over quantity” Interview with Xavier Marot, Head of Line Production at Focus Home Interactive

Xavier Marot is the Head of Line Production at Focus Home Interactive that published popular...

Interview with Fawzi Mesmar, Head of Design at EA DICE

College gaming departments, game designers’ secrets for inspiration, and the genres of the future Fawzi...

“If you have the muscles go info offensive mode” – Interview with Hendrick Lesser, president of EGDF

In times of crisis, many companies could use a helping hand – and it is...

“Never skip LQA. That’s a bad idea.” Interview with Maria Lesk, Localization Director at Daedalic Entertainment

Good localization checklist, working with gamers’ criticisms, and a universal set of languages for translation

“Get ready for your empathy to glitch”: how to communicate with Korean game developers

This interview was written for the BDinGD website—a networking project of Inlingo company. On BDinGD...

“The game has to be super amazing for you to forget about the language barrier” — An Interview with Global Localization Manager at King, Miguel Sepulveda

Reading Time: 30 Minutes We interviewed Miguel Sepulveda, Global Localization Manager at King (Candy Crush...

Localization: a job for freelancers or translation agencies?

Anastasiya Nikolayeva, director of localization for G5 Entertainment group, a developer and publisher of casual...

Interview with Yulia Arzhakova, Localization Manager in IT Territory

We have more knowledge from our partners to share with you.  In today’s interview, our...