Localization: What’s included in the cost?

Adapting a project for a new audience is an undertaking that requires a serious investment....

3 Translation Programs for Localizers: Pros and Cons 

The success of a localization depends directly on translation quality, which is why we are...

What to Remember When Localizing into American English

Americans are a very grateful audience in which gamers are willing to pay well for...

8 Important Factors When Localizing Games into German

In 2020 the German computer game market was the fifth largest in the world. It’s...

Vive la localisation! How to localize into French

Localizing a project into another language is like walking through a minefield. It’s extremely hard...

What is localization testing (LQA) and why is it important?

How can you make sure that the localized version of your game will be just...

“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...

Three pitfalls of localization into Japanese

Localization into Japanese is very complicated – it requires taking into account a lot of...

“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...

Localization: a job for freelancers or translation agencies?

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

What’s the best working dynamic between translator and editor?

For everything to work smoothly and deadlines to be met, it’s very important to set...

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...

Choosing editors for a project: how we put together a team at INLINGO

Today we’ll be responding to a question about how we put together a localization team...

CASE STUDY: Localizing text quest game Nocton Hill

Today we have a case study to share with you of our localization of Nocton...

Choosing a localization method: in-house department, publisher, or fans

Who does a game start with? With the developer. They create the product, and then...

Why do clients require NDAs?

INLINGO Senior editor Alexey Medov, Studio Director Nadezhda Lynova, and The Most Games Production Director...

CASE STUDY: World of Submarine

The client is GD Company — a publisher with 11 titles, among which are major strategy...

Our Trip to the Crypto Games Conference 2019

We used to go to a lot of conferences, and so we decided to take...

4 Life Hacks to Help You Stand Out at a Conference

Today, we’ve decided to share some of our personal experience with going to conferences (not...

Who should localize your project: Freelance vs Studio

Localization can range in quality: from volunteer translations done with Google Translate, to professional studio...

Deadlines in game localization

The questions have been asked, the topic set, now let’s look at an example. We’ll...

What needs to be done to prepare a game for localization?

No matter how much we write about localization, we never run out of topics to...

INLINGO TOOLBOX: the programs we work with

MemoQ Our main translation tool. 99% of all INLINGO projects get translated in this program,...

The INLINGO workflow: How do we do voiceover?

We’ve already talked about the work that project managers, translators, and editors do at INLINGO,...

The INLINGO workflow: what does a translator do?

Hi, I’m James Stein and I’ve been translating for videogames since 2014 and playing them...

What do you need for voiceover and how do you cast voice actors: INLINGO’s experience

We’ve already talked about different types of casting for voice actors, so now we’re just...

The INLINGO workflow: what does an editor do?

This time around, we’ll hear from senior editor Alexey Medov and translation editor Tatiana Bogdanova...

The INLINGO workflow: what does a project manager do?

Today, Natasha Potekhina, our current production director who previously spent five whole years as a...

What should a voiceover script contain?

We already detailed the voiceover process in an earlier post, so now let’s talk about...

Reskinning Games: Cloning or Breathing New Life?

Every year, new projects with exciting stories and gameplay appear on the market. In this...

3 examples of how cultural nuances affect voiceover

Cultural nuances. These are the cherry on top of a translation, localization, or voiceover project:...

Inlingo’s Mafia card game: the never-ending project

Projects that drag on and on can be so disheartening. Just look at how much...

What kinds of bugs do testers find?

Today we have a piece about the different types of bugs found in games and...