Hello, friend!
Despite what the title of this post suggests you won’t find sensationalized journalism in here. We have that in spades in video game industry and there’s no point of adding more.
Instead, I invite you to have a few laughs by taking a deep dive into the bottomless ocean of pain of your average video game localizer.
If this sounds a bit mysterious, here’s a simpler explanation:
My colleague Marc and I have started a GIF battle on the Eve of Christmas Eve that lasted all the way into the New Year.
The rules were simple: one joke about video game localization + one GIF from The Office that would serve as a punchline.
If you work in video game localization, you’ll probably relate to at least some of them. And if you’re a developer, well, maybe you’ll learn a few things about our problems and, who knows, perhaps you’ll make our lives a bit easier next time you interact with your localization team. 😉
Have a look at this tweet, that collected all our jokes in one place (you’ll have to scroll up as Twitter messed up the replies a bit, so I had to post the last tweet instead of the first one).
https://twitter.com/itranslategames/status/1346110312538386432?s=20
Like I said, we were at it for more than a week (I think), posting dozens of jokes.
My top 10 can be found below!
Enjoy! 🙂
https://twitter.com/MittoVac/status/1341310276122062849?s=20
Client: UI is tight, can you make it shorter?
Me: Sure! Here’s my translation: pic.twitter.com/wdajdEzzqo— Dmitry Kornyukhov 🍁🎮 (@itranslategames) December 23, 2020
Client: Character limit is the length of source
Me: pic.twitter.com/b5TH7NFMV0
— Marc Eybert-Guillon 🔸 on the precipice of madness (@MittoVac) December 23, 2020
The client’s QA team finds a few minor and easily fixable issues during localization testing.
How the client starts his email to me: pic.twitter.com/YRJFDcydgB
— Dmitry Kornyukhov 🍁🎮 (@itranslategames) December 23, 2020
Me: Could you put my name in the credits?
Client: pic.twitter.com/5PCxrc3Tij
— Marc Eybert-Guillon 🔸 on the precipice of madness (@MittoVac) December 23, 2020
Client: *Decides to work with another (possibly cheaper) translator mid-project who messes up big time.
Client: Can you help me fix this mess? Players are slaughtering us with 1-star reviews!
Me: pic.twitter.com/qyipErZdLN
— Dmitry Kornyukhov 🍁🎮 (@itranslategames) December 23, 2020
Me: We’re gonna test all that in LQA, to make sure it all works properly, right?
Client: pic.twitter.com/mDGqaEDSyB
— Marc Eybert-Guillon 🔸 on the precipice of madness (@MittoVac) December 23, 2020
Me: Are you sure there are no character limits? The text might get cut off in UI.
Client: Our UI adapts to text’s length, so don’t worry about it.
Game’s UI: pic.twitter.com/WHsPcOf3R0
— Dmitry Kornyukhov 🍁🎮 (@itranslategames) December 23, 2020
Client: What’s your rate?
Me: What’s your budget?
Us: pic.twitter.com/tMmbiQ4be2
— Marc Eybert-Guillon 🔸 on the precipice of madness (@MittoVac) December 24, 2020
Indie developer: We’re working on a new game, but it’s quite unusual.
Me: I’ve seen all sorts of unusual, can you describe your game?
Indie developer: I got 4 words for you: pic.twitter.com/0zoQFo4AIG
— Dmitry Kornyukhov 🍁🎮 (@itranslategames) December 27, 2020
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