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Games Localization Round Table

P02: Game Localization Round Table

2012 Advisory Board
Co-chair: Miguel Á. Bernal-Merino, Roehampton University
Co-chair: Simone Crosignani, Binari Sonori
Coordinator: Cristina Alvarez
Michaela Bartelt, Electronic Arts
Stephanie O'Malley Deming, XLOC
Laura van Nigtevegt, Spil Games
Vanessa Wood, Sony Computer Entertainment Europe

Overview: This full-day round table consists of several distinct sessions presented by experts in game localization. This round table series is open to clients (game developers and game publishers) and to qualifying vendors (game localization specialists). We aim to provide the best possible venue to enable a fruitful and balanced debate, so we will do our best to maintain a balanced group of participants. The day will end with an open discussion based on information and questions from the day's presentations.

9.00-9.15: Welcome to the Game Localization Round Table

9.15-9.30: Introductions

9.30-10.30: Crowdsourcing and Collaborative Web-based Work in Game Localization
Speakers: Laura Gómez (Twitter), Nico Sallembien (Twitter)
Moderator: Fabio Minazzi
Synopsis: While leading online companies such as Twitter and Facebook are successfully implementing crowdsourcing solutions to localize content in countless languages, the video game industry is still split in half on the reliability of collaborative and volunteer translation. Keeping quality and meeting deadlines are only two of the main issues that stop game developers and publishers from embracing crowdsourced localization. Representatives from Twitter will give some insights into how a social network with over 140 million users successfully deals with crowdsourcing.

10.30-11.00: Break

11.00-12.00: Quality Evaluation Models — Changing the Game
Speakers: Nancy Ferreira da Rocha (Spil Games), Nick Peris (VistaTEC), Stuart Umpleby (Applied Language Solutions), Jaap van der Meer (TAUS)
Moderator: Laura van Nigtevegt
Synopsis: Current quality evaluation (QE) methods often follow a one-size-fits-all approach for all content types. But are rigid, error-based QE models really the best solution for the colloquial, often highly-targeted and sometimes fast-paced nature of game content? In this session we will explore alternatives for the gaming industry — true game changers that will change the way we think about quality.

12.00-13.30: Lunch

13.30-14.30: Warner Bros.’ Branding Strategy: From Films to Games
Speaker: Jacques Barreau (Warner Bros.)
Moderator: Fabio Minazzi
Synopsis: Taking care of voice talent, game-specific glossaries and all other game assets for both the domestic and the international markets in order to create a consistent universe for internet protocols (IPs) among different media is the true challenge in the way to establishing and maintaining a global brand. Attendees of this session will discover how a major player like Warner Bros. handles huge IPs like Batman and Harry Potter, learning how they make their way from the blockbuster films to AAA games, how the game production is creating brand new universes for these IPs to maximize the success of the games and why some IPs are working and some are not.

14.30-15.00: Break

15.00-16.30: Open Session
Speakers: Volunteers to be determined at the Round Table
Synopsis: Previous attendees unanimously agree that networking and spontaneous discussion provide some of the most valuable takeaways from this Round Table. In two sessions, we provide an open-ended opportunity for participants to focus on one or more topics of their own choice. This is your opportunity to ask that question that you have always been wondering about or to bounce your neat, new idea off a group of interested and knowledgeable peers.

16.30-17.00: Concluding Remarks and Wrap-up

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