Modern Game Localization: Best Practices and Project Workflows
Autor Ramón Méndez-González, Anna Kiseleva, Vladimir Konoplitskyen Limba Engleză Hardback – 15 dec 2026
It covers the in-code nuances of localization, tools, scheduling, budgeting, fonts and graphics adaptation, voiceover, communication with translators, technical challenges and cultural pitfalls in different regions of the world. Each aspect of the localization process is described in detail, and recommendations and best practices are explained and illustrated with examples from real games.
This book will appeal to all game developers looking to gain an understanding of modern approaches to game localization and the processes that surround it.
Preț: 946.93 lei
Preț vechi: 1351.52 lei
-30% Precomandă
Puncte Express: 1420
Carte nepublicată încă
Livrare prin curier în România Precomanda se expediază când titlul devine disponibil.
Transport gratuit pentru acest produs Plată online sau ramburs, în funcție de opțiunile comenzii.
Retur gratuit în 14 zile Comandă securizată și suport în română.
Doresc să fiu notificat când acest titlu va fi disponibil:
Se trimite...
Specificații
ISBN-13: 9781032363042
ISBN-10: 1032363045
Pagini: 202
Ilustrații: 144
Dimensiuni: 156 x 234 mm
Greutate: 0.45 kg
Ediția:1
Editura: CRC Press
Colecția CRC Press
ISBN-10: 1032363045
Pagini: 202
Ilustrații: 144
Dimensiuni: 156 x 234 mm
Greutate: 0.45 kg
Ediția:1
Editura: CRC Press
Colecția CRC Press
Public țintă
ProfessionalCuprins
Foreword
Introduction
PART I: Theoretical and historical aspects of video game localization
Chapter 1. The video game market
Chapter 2. The localization process
Chapter 3. History of localization
PART II: Localization during the development process
Chapter 4. Preproduction
Chapter 5. Production
PART III: Localization beyond the development process
Chapter 6. Release and post-release
Chapter 7. Final remarks
Introduction
PART I: Theoretical and historical aspects of video game localization
Chapter 1. The video game market
Chapter 2. The localization process
Chapter 3. History of localization
PART II: Localization during the development process
Chapter 4. Preproduction
Chapter 5. Production
PART III: Localization beyond the development process
Chapter 6. Release and post-release
Chapter 7. Final remarks
Notă biografică
Ramón Méndez-González is a full-time teacher at the University of Vigo who has worked in the video game industry for more than 20 years. He worked as a specialized journalist for several different media outlets before becoming a video game localizer. He has taken part in the Spanish localization of more than a thousand games, and several of these projects have received many awards and nominations, such as Baldur’s Gate III, Clair Obscur: Expedition 33, Atomic Heart, Elden Ring, Far Cry 4 and Cuphead, among many others. He has written several academic papers and more than a dozen books about the video game industry, including both academic works on localization and informative essays about different games and franchises. He is also one of the creators (alongside Óscar Ferreiro and José Yuste) of the Specialized Degree in Translation for the Video Game Industry at the University of Vigo.
Anna Kiseleva began her career in video game localization as a translator in 2000. She spent more than ten years with a major game publisher, where she worked on hundreds of titles as a localization editor, dubbing director and localization project manager, often wearing several of these hats at once on the same project. Her professional portfolio includes many notable game localizations, among them Sid Meier’s Railroads!, Fallout 3, Fallout New Vegas, Mafia 2, Mafia 3, TES V: Skyrim, Devil May Cry 4, Resident Evil 5, Divinity Original Sin 2, Knights of Honor II: Sovereign and Baldur’s Gate 3.
Vladimir Konoplitsky got his start in game localization in 2007. Since then, he has worked across the industry as a translator, editor and project manager, contributing to major titles like Pillars of Eternity, Tyranny and Divinity: Original Sin 2. Since 2015, Vladimir has headed Riotloc, a high-end localization studio where he balances his work as a team leader with the overall management of the company. A regular speaker at industry conferences, he is a vocal advocate for a people-first approach to localization, dedicated to building fair, supportive cultures and workflows that give both translators and developers the space they need to do their best work.
Anna Kiseleva began her career in video game localization as a translator in 2000. She spent more than ten years with a major game publisher, where she worked on hundreds of titles as a localization editor, dubbing director and localization project manager, often wearing several of these hats at once on the same project. Her professional portfolio includes many notable game localizations, among them Sid Meier’s Railroads!, Fallout 3, Fallout New Vegas, Mafia 2, Mafia 3, TES V: Skyrim, Devil May Cry 4, Resident Evil 5, Divinity Original Sin 2, Knights of Honor II: Sovereign and Baldur’s Gate 3.
Vladimir Konoplitsky got his start in game localization in 2007. Since then, he has worked across the industry as a translator, editor and project manager, contributing to major titles like Pillars of Eternity, Tyranny and Divinity: Original Sin 2. Since 2015, Vladimir has headed Riotloc, a high-end localization studio where he balances his work as a team leader with the overall management of the company. A regular speaker at industry conferences, he is a vocal advocate for a people-first approach to localization, dedicated to building fair, supportive cultures and workflows that give both translators and developers the space they need to do their best work.
Descriere
This book is a comprehensive guide on best practice for games localization, from early stages of game design and development to post-release support.