Localization - The industry who cried wolf

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Presented at: Fun for All: III International Conference on Translation and Accessibility in Video Games and Virtual Worlds 13-14th March 2013 Summary: There is no doubt localization professionals are managing to deal with new technology and are adapting to faster product life-cycles and even to company requirements operating in radical new ways. Are localizers really prepared for the challenges they are facing? Are some of these challenges, not really challenges, but real dangers professionals should confront and not try, in vain, to adapt to them? Content needs to be local to engage. Global content is replaced by local user generated content. Often translation efforts are trusted to amateur crowds that want to participate. Game development companies are not strange to this idea and test crowdsourcing approaches for some of their content. Should localization professionals be concerned about this approach? Content development and content localization are expected to run simultaneously. Shorter turnarounds and smaller batches to deal with, are a reality. Feedback and responses are expected at an increasing speed. Is the standard pricing structure in the translation and localization business adapted to this new reality? While some companies are still implementing Enterprise TMs, others are starting to work with aligned data and training machine translation engines for their specific needs. Translators are involved in pre and post-edition of this content. How should the linguistic technicians prepare themselves for this phenomenon? Quality could be affected by the recent evolutions of the market, but quality is rarely a differentiator and rarely negotiable. Is the market really taking care of bad performers? What should be the added-value proposition localization providers should focus on? This presentation explores some of the trends localization professionals are facing and tries to provide some hands-on guidance to help professionals get prepared to what is coming next.

Transcript of Localization - The industry who cried wolf

Localization:"The IndustryWho Cried

Wolf!"

Víctor Alonso Lion, PMP®

victor.alonso.lion@gmail.com@valion

www.victoralonsolion.com

Fun for All: III International Conference on Video Game and Virtual Worlds Translation, Accessibility and Educational Design

13th – 14th March 2014

Note: this presentation has been simplified and modified, to facilitate readability.

CROWDSOURCING FAN TRANSLATION

• SAME PROCESS

• DIFFERENT RESOURCESFan Translation

Crowdsourcing

PreparationImplementation

•Consistency

•Awful & Unacceptable mistakes

•Offensive wording

•Attacks

Basic Checks - Controls

DIFFERENT TYPE OF SERVICE

The Need for Speed

Traditional Process

Speed = Crashing Project Schedule

Concept DesignPre-

ProductionProduction

Post-Production

Launch

LOCALIZATION

LocalizationTranslationAudioAdaptation (cultural)

ProcurementTranslation

AudioLinguistic Testing

InternationalizationText extractionText expansionCultural Review

TestingTestingBug fixing

EngineeringReengenieringRecompilations

Ready Set GoDIFFERENT TYPE OF DEAL

• Higher broadband speed

• Mobile speed

• Competing Telcosand Equipment manufacturers

Cloud enablers

• Games accross differntscreens and devices

• Publishers under threat

• Continuous request fornew content

Consequences forGame Localization

DIFFERENT TYPE OF ENVIRONMENT

Rise of the

Machines

Machine Translation

1. Companies who do not use any type of content(translation) technology

2. Companies using TMS, CMS, Workflow Solutions

3. Early adopters: SharedMultilingual Data, Proprietary/Trained MT, Post Edition

Three groups of companies:

Don’t Fight it: Play the game!

DIFFERENT TYPE OF GAME

Quality

A Differentiator?

Are Bad Performersreally quicked out of the Market?

Added value

Twitter: @valion

Email: victor.alonso.lion@gmail.com

www.victoralonsolion.com

Blog: www.globalcontentstrategy.com