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
“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...
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...
“Nobody cares about your problems, but they are interested to see how you’ll solve them”. Interview with Defense Zone developer Artem Kotov
INLINGO sat down to talk with Artem Kotov, who is almost single-handedly behind the popular...
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...