Japan’s Gaming Market: Traditions, Characteristics and Projections
As the cradle of game design, the birthplace of many world-renowned franchises and even entire...
GDC for Game Developers: Where, When, and Why to Attend
Game Developers Conference (GDC) is among the world’s biggest annual events for anybody with ties...
Test Tasks: What’s Assessed and How When Choosing Localization Providers
When hiring, the majority of companies that specialize in translation and localization ask applicants to...
“Now the importance of supporting the global market in games is well recognized.” An interview with Andy Macoy, Localization Manager at PikPok
Andy Macoy has been working in the video game industry for 26 years, and 13...
How to apply for a job
When publishing job postings, recruiters can expect to get hundreds of people applying. Of course,...
Balancing the Client’s Vision and Localization’s Intricacies
The work of localization happens at a crossroads between creativity and clear requirements. The main...
Adapting a Game for New Markets: Localization in Unity and Unreal Engine
Game localization is the translation and adaptation of video games for different languages, cultures, and...
What is game localization?
What Is Game Localization: A Complete Guide Video games comprise one of the most popular...
Advertisement Translation: What Is It, Who Needs It, How Does It Work, And How Much Does It Cost?
Translating ads involves more than just converting a text from a source language into a...
Exploring 13 International Market Entry Approaches
Market entry strategies is an umbrella term for methods and techniques used by companies to...
“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....
Gender in Japanese: what to consider during development and localization
According to 2022 research data, Japan is among the top 3 largest game markets in the...
“Not every native speaker is capable of becoming a good translator.” Interview with Nick Citkoŭ, Localization Producer at Paradox Interactive
In his eight years in game dev, Nick Citkoŭ has worked on a huge range...
“When I arrived at the company, I started teaching people how to relax.” Interview with Yana Khoroshavina, Lead Project Manager at Elephant Games
Yana Khoroshavina’s career path began with a job at a children’s camp in Yoshkar-Ola, but...
How We Create Art
The Inlingo Art team was first launched in mid-2021. Since then, we’ve managed to bring...
University of Vigo: Spanish students’ internship experience at Inlingo
Since 2020, Inlingo has been welcoming students from universities across the world for internships. One...
The Localizer’s Toolkit: Crowdin
The Inlingo team uses a variety of tools to simplify the localization process and improve...
Japan: Everything Game Developers Need to Know
Japan can justifiably be called the epicenter of video game culture. The proof is obvious:...
How to translate a game with its fans: an example from a real project
One of the chief indicators of a game’s success is the passion of its fan...
«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...
“Success depends on the quality of the game and its fit for the market” Interview with Emma Bullen, Director of New Global Markets at Hyper Hippo
Entering new markets is a big step for any project. But how to do it...
Correct Technical Briefs: how to set tasks for artists
The work of artists always starts with a thorough examination of the technical brief. If...
“My job is searching for tools that will cause my team the least amount of distress” Interview with Murad Musakaev, Producer at Tactile Games
Murad Musakaev moved to the game industry from law, got the chance to work at...
Localization: What’s included in the cost?
Adapting a project for a new audience is an undertaking that requires a serious investment....
How to prepare a game for Japanese localization
Translating into Japanese is a challenge for localizers and developers alike. Editor Aleksandr Diubenko explains...
What is narrative game design, and how do we work with narrative?
Narrative is the soul of any game. It immerses the player in an invented world...
Localization Project Managers at Inlingo. Part two: How we work?
At Inlingo, we have over 30 localization project managers (PMs) who are in charge of...
Localization Project Managers at Inlingo. Part one: How to pass an interview?
This guide will explain what this position entails, the qualities we’re looking for, and how...
“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...
“The appropriate use of silence is important”. An interview with P.T. Adamczyk, Senior Composer at CD Projekt RED
It is hard to imagine a popular game without music, as it draws you into...
“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...
How to break lines in Asian languages
When we write texts in Russian or English, we don’t even think about how to correctly break, or split, words over...
“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...
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...
“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...
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....
“If you want to attract female talent into gamedev you need games made by women for women” Interview with Nika Bender, Live Service Producer at DICE
Nika Bender has come a long way from moderating Playfish forums and product management at...
“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