How to Create a Localization Department in a Gaming Company

如何在游戏公司中创建本地化部门

2020-03-25 04:50 GALA

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If localization is a pain in the neck, you're not sure who you can ask to "just do the **** translation," deadlines are always missed, and quality is a lost cause, this article is for you. If you've read books on HR, chances are they've recommended that you call former employers to ask about your candidate's strengths and weaknesses (especially if they didn't leave on the best of terms). Some authors even take the extra step of telling you to contact contractors the candidate's worked with to see what they think. And when the position involves managing a budget, that's especially important. But as a rule, it's only recruiting agencies that call former employers, while nobody goes so far as to check in with contractors. And that's why I decided to write this article. It's even more critical given how nobody talks about processes and management in this context. Why me? Over the 14 years I've spent working in a translation agency, twelve of which focused primarily on localizing games and software, I've gotten to speak in depth with both the founders and directors of gaming and IT companies as well as the managers in charge of their localization departments. Some of our former employees work at those companies, including as localization directors. And that's given me some insight into internal localization processes, while working with external contractors is a relationship we've been part of every day since 2006. While I organized my experience as case studies based on actual examples I've come across, I did soften or exaggerate spots here and there to make a point. 1. When is it time for your own localization department? Localization departments include a localization director, several managers, and possibly the translators who will handle the game translation and testing process. Really, the answer is that you almost never need your own department. Getting top management involved in setting up the department, poor scalability, a lack of qualified staffing options, potential unprofitability due to erratic workloads, and other factors often lead to a situation where sweeping everything under the rug of general and administrative costs is the only way to avoid facing the music. Well, there's also how excited HR will get when they start collecting the bonuses for all the new hires. You need a localization department if you're a publisher with at least five or ten major games or unique IPs that are constantly being updated. For all other cases, it's perfectly fine to just have one localization manager or someone else responsible for localization and working with external contractors. But localization management is still something you'll have to take care of if you're developing or publishing games. 2. Assembling the team Okay, you know you have to do something about localization, so you're getting to work looking for a localization manager or department head. Case 1. Requirements for your localization team Description: A major IT company is looking for a localization department head. The main requirements are knowing the basics of web layout and several programming languages, in-depth understanding of the company's products, a solid grasp of one or more foreign languages, and a degree in linguistics. Down toward the bottom of the job posting, there's something about management credentials and a mention of how similar work experience would be a plus. Result: The only people who respond to the ad couldn't cut it as programmers, and one of them is eventually selected. When it comes to understanding the job, the ins and outs of different languages, and how to work with contractors, not to mention a passion for the job and languages in general, there's nothing to go on. They wanted to work as a programmer, after all. And the quality of the work they do will reflect that. The right way to build your localization department Here's what a localization manager or department head needs in order of importance: General familiarity with the company and its products. Experience working with people (translators, contractors). Critical thinking and high openness to experience. Knowledge of professional software. The general concept of localization—awareness of the industry events, participation in conferences and seminars. A solid grasp of one or more foreign languages, one of which should be English. The first point shows that the candidate wants to work for you, the second and third are minimum requirements, and the fifth point tells you they're looking to develop professionally, they like the job. While it takes an interview and a few days on the job to see if the candidate really is someone you want to work with, that passion for languages is something that comes across right away. And there's no way they can talk with all the linguists they'll need to be in touch with if they don't speak English. If they're smart, they'll be able to dig into your product at the level they'll need for localization by the time the probation period is over. In our experience, it doesn't so much matter what the candidate's educational background is. They could have a degree in linguistics, economics, or even something technical to go along with additional training as a translator. A good 90% of candidates won't even have three of the six points on the list, though if someone does meet all of the requirements, they definitely have experience in localization. Chances are, they're a professional. If you don't want to figure out localization and build the processes yourself, look specifically for a localization department head even if you don't have a localization department or your own translators. Need someone with experience? They won't respond to a small company advertising for a localization manager. From a financial point of view, hiring someone to work remotely or part-time can seem attractive, though that comes with risks—there are precious few people out there who can do quality work outside the office. After all, the job entails getting in deep and interacting with the rest of the team. Almost every company has its own processes localization needs to be integrated into. Really, when the rubber meets the road, the only way for a remote employee to do a good job is if the processes are in place and documented, and there's already an existing team. 3. Incentives for the localization department Generally speaking, localization managers have their incentives tied to deadlines, localization budget savings, and however the company measures quality. Case 2. Incentivizing the localization department based on game profitability The variable portion of the salaries earned by game publisher executives depends on the profitability of the games they're in charge of, not to mention their ability to get the job done on time without creating problems for top management. And the localization department is a separate business unit unrelated directly to marketing or game development. Description: The head of the localization department doesn't take part in buying traffic or analyzing profitability or ad channel performance. Just about the only way they can impact the game's bottom line is by cutting direct localization expenses. And because of that, the company is constantly looking for new suppliers who charge lower rates and selecting a different contractor for each new project. Result: Each contractor gets fewer total projects from the company, the supplier selection process veers toward complexity and unpredictability, and the company loses its relative importance as an employer. And to bolster sagging quality, the localization department head hires new staff so they can find new localizers, cut out the middle man to go for translators and game testers directly, and keep up with the complex process that is managing that many contractors. Cheaper contractors tend to require more attention and additional resources from the department managers. Even experienced suppliers with established processes in place try to make up for squeezed margins by opting for less-experienced teams and getting fewer managers involved. And the vicious cycle is complete :-) How to tell if something's wrong with your localization department The number of localization managers you're hiring is outpacing the number of active games you have, while your translation and testing quality is dropping or just holding steady. The localization department is gobbling up the resources afforded by upper management and support teams (HR, development, and support for internal services). In fact, sometimes it feels like you're more a service company than a gaming one. It might be a good idea to spend some quality time with the executives or owners of key partners. You're looking for long-term cooperation, right? How you incentivize the localization department Take some time to think about whether you actually need one (see "When is it time for your own localization department?"). As a rule, growing numbers of employees in any department points to Parkinson's law, while the quality of work they're getting done is all about the Peter Principle. Merge localization and marketing. Companies with mature processes in place bring localization under the marketing roof (just think about the kind of reaction there is when the title of a movie is poorly translated). Not only that, but our research and Google data both conclude that localized games earn an average of 1.9 times more than their competitors. Tie KPIs to quality and deadlines. The latter are limited by the physical capacity of the translation team, though it still isn't that hard to make sure everyone's meeting them. As far as quality goes, one good marker is measuring how many times the localization testers send translations back for corrections. Correctly calculate the localization budget at least to know what kind of a bonus to pay the department head. In addition to the direct expenses contractors bring with them, the budget needs to include the salaries and bonuses of everyone in the localization department, taxes, paid time off, and the time and other resources spent by support staff, including on facilities, furniture, and technical equipment. All that should be multiplied by your employee turnover rate. 4. Processes and automation Case 3. Localizing Chinese games into Russian Description: A Chinese online game publisher is looking to localize a game. The deadlines are tight, the company has three contractors, the source content was written in English by Chinese speakers, there's no time for testing, and there are no reference materials in Chinese. Prioritizing the deadline, the translations are handed to three different suppliers, with employees on staff tapped to handle the editing. Only one company suggests using a single software tool to ensure consistency and naming one of the three contractors responsible for complying with existing terminology and managing translation memories. For a variety of reasons, including the lack of time, the decision is made to just go with the existing options. Result: All three companies get the job done on time, though the quality level is poor. And since editing and compiling the texts needs to happen yesterday, there's no time to figure out which companies performed better or worse. Only one of them gets any feedback. Which, you ask? The one that asked for it, of course. And from what that contractor can tell, the problems that were pointed out are all in sections of the translation handled by the other two. Building processes within the localization department Besides setting goals, it's important to keep a tight grip on translation quality. The best way to do that, in addition to randomization, is to institute a triple-blind system: the people being checked don't know which part of their work will be checked, the testers don't know whose work they're checking, and the specialist processing the results doesn't know who was checking who. Localization or linguistic testing is the simplest way to find and eliminate errors in the real world. There are two rules for making sure evaluations are objective: The translation and testing teams are equidistant from the developer—if the translation is done by an external contractor, the testing should be as well. The translation and testing teams should be separate units with their own independent processes and staff. Translators shouldn't moonlight as testers, and vice versa. That goes for both salaried and external teams. Linguistic testing is a critical element of the localization process. Even experienced game translators sometimes don't get the context or haven't read the supporting documentation. Alternatively, a Chinese font might have been used for kanji in the game engine instead of a Japanese font, or tags might have been just stuck in due to a software quirk. Whatever the case, the outcome can be problematic. And that's easier to catch when you're playing through the game, making it important to have testers in place rather than dumping the issues on your players. When it comes to a well-oiled localization process, the manager working for the developer needs a contractor to handle game translation and testing. That's generally two separate companies, though there are some cases where a single supplier with mutually independent teams can take on both sides. If you have multiple contractors localizing a single project, it's going to be almost impossible to maintain a uniform style throughout. There are going to be different kinds and quantities of issues in the resulting texts as well. The same is true of cases where you're working with a single contractor, only they have more than three translators on the same project. That forces you to hire two or more editors who will have different linguistic styles and mistake profiles. Just like in Brooks' The Mythical Man-Month, linear expansion in the number of people working on a problem doesn't exactly net you a similarly linear reduction in the project time frame. It can even start pushing deadlines back once you hit a certain number. But what do you do when deadlines are tight? That's when it comes in handy to have a single glossary and a general translation memory that have to be steadily updated. And while either the developer's localization manager or one of the contractors can take responsibility for doing that, it does need to be just one person. That will cut down on errors, though it won't eliminate them. And so the perfect translation is handled by one translator and one editor working within reasonable deadlines. That's about 10,000 words a week. Case 4. Maximum automation for localization Description: Company Y uses GitHub for file storage, its translation resources are stored in a separate repository. Crowdin automates the localization process by uploading modified strings to the project for translation. Once the translation is done and confirmed by the localization manager, the text is uploaded to the same repository with a language tag. After that, it's automatically incorporated into the build that's sent off for testing. The process leverages the API for multiple solutions, the company's own platform, and a single manager. Result: That workflow delivers the translation and testing of updates at record speed regardless of their size, and it's suited to work both with freelancers and organizations. It saves the company money, too. On the other hand, maintaining operability means regularly updating the software on your own and testing out any new functionality to make sure it fits into the process. Managing and upgrading the flow is a job for a professional localization manager, someone who knows all the nuances of every piece of software involved. And that weakness in the chain shows up when they quit, take maternity leave, or have to move on for any other reason. Finding someone to take their place can be nearly impossible (see "Assembling the team"). Automating processes within the localization department Below you'll find a simplified visualization of the localization process pulled from our Culturalization Guide. Unlike the similar layout in Nikolay Bondarenko's article, ours is much simpler. Today's companies leverage automation to launch translations into all languages at the same time (the same goes for testing). We can break the automated localization process down into four segments: Automating text import and export. For example, there are Unity extensions that import texts directly to Google Docs. Automating the localization process. There's special translation software available for that, both server- and cloud-based. We use memoQ, Trados, Smartcat, and Crowdin depending on the client's needs and the kind of job we're being asked to do. Automating the link between text uploading/downloading and setting localization objectives. This tends to be the most challenging part, as game development is anything but standardized, and the range of solutions different companies use for the various dev stages can be expansive. Still, their API and ready-made cloud solutions can be leveraged to automate the localization process fairly quickly. Automating testing. It depends on the platform and other particulars, but localization testers generally go with one of the bug tracking systems out there. Jira, to take one example, is our go-to option. To learn more about automating the localization process, check out the recordings of talks given by localization managers from Wrike and Xsolla, at LocKit, the conference we host. But the simplest and best way is to have your localization contractor integrate you into the processes they already have in place. Serious companies will offer multiple ways to make that happen, giving you the strengths and weaknesses of each. And of course, if you don't have a task management system on your end, and you're just sending game texts back and forth using a network drive, don't expect to find a silver bullet that will solve all your problems. 5. Working with contractors We've worked with American, European, Asian, and of course Russian clients. And while in our experience a businesslike approach and passion for gaming always outweigh cultural differences, there are still differences to be found between those different cultures. For example, the only way you can build a trusting relationship between client and contractor in Asia and Russia is if the directors or owners both know each other personally and are involved in the process. Case 5. Localization on the cheap Description: Company Z develops and publishes mobile games in 14 languages. The new localization manager has their own pool of contacts consisting of several translators and localization companies for each language pair. And because they're looking to trim down the budget, the manager hands each language pair to a different translator, selecting the cheapest options before checking and compiling the result in a file on their own. The file is then sent off to the developers. Testing is handled by a separate company, though tight deadlines mean there isn't always time to get them involved. Result: Company Z saves up to 30% on localization (compared to the cost of having the entire job handled by a single contractor). The localization manager never has enough time for the mountain of work that comes with handing out new jobs, evaluating the results, and lumping the files coming in from all the different suppliers into a single text. Because of that, the wrong languages are occasionally uploaded to the game, and there are often other mistakes that slip through testing. The manager can never take a vacation—they're the only person who can manage the pool of suppliers. And if they quit, the whole process has to be rebuilt from scratch. Case 6. A contractor quits Description: The app description and interface were translated into English by an employee who speaks the language. Once that was done, the job was handed to a localization company, though no final check or linguistic testing was done for the completed texts. Result: The app was rejected by Google Play moderators due to English mistakes. Once shareholders had dug into why the app was blocked, they laid the blame squarely at the feet of the contractor. Case 7. How to work with contractors Description: A major Asian game developer and publisher handled localization with in-house translators. After a little while, the job got to be too much for them to handle, and the department was reorganized. Each translator was responsible for localization into their language. An external contractor was also hired for a big project that entailed translating a game into twelve languages simultaneously. As changes were made to the game text throughout the dev process, the in-house translators found out about them at different times. Each sent orders to contractors independently. Of course, everything needed to be done ASAP. Result: For the contractor, that looked like twelve jobs coming from twelve different clients with slightly differing requirements. And when they came back with questions for each of the twelve languages, the in-house translators would even give answers that contradicted each other. But it was still just a single project, with a single correct answer for each question. The time everything took was multiplied by a factor of twelve on both sides, for the game publisher as well as the contractors, while deadlines were pushed back, quality dropped, and expenses skyrocketed. And the publisher might not have even noticed how high those expenses were climbing—see "When is it time for your own localization department?" On the plus side, the in-house translators could use their own time to translate small texts and do spot checks to see how the external contractor was coping with the job. How to build a relationship with contractors Don't let the number of contractors you're working with get out of hand. Working with you needs to be profitable for them. Run all localization and testing jobs through a single point of contact on both the technical and human sides. That's one source of texts, one work environment. One person making decisions on your side, one person on the contractor's side. That will streamline the process and drive quality. Get to know your contractors. We always offer company executives the chance to meet with our upper management or founders. Having a strong relationship lets you find out how your project is coming without second-hand embellishment, also giving you another lever you can pull as needed. Give feedback. All localization companies make mistakes—the difference is in how many they make and how quickly they learn from them. Read through what suppliers send in response to your feedback. While the contractor is risking a significant amount of money, not to mention their reputation, your employee is at most putting their bonus on the line. Lifehacks for working with contractors In line with a lower cost of living, companies in Eastern Europe spend far less on salaries than those in Western Europe or the US, which means you can get more bang for your buck with them. But you always need to see how they react to feedback. If they ignore it or throw it back in your face, it's time to think about a replacement. Feedback should be a regular feature of any project. And at the end, do a review. Without something like that, even the best localizer won't be able to help you. Serious companies offer detailed feedback for all projects every month, thoroughly studying the responses they receive. Over six years spent working with a global AAA video game publisher, we built up an enormous pile of feedback that taught us how to improve our work. A lot of evaluations, on the other hand, we questioned and ultimately had reversed. For example, we get monthly feedback for all 17 projects and 12 languages we handle for them, and that gives us a never-ending stream of ideas for how we can get better. Something to think about EA's localization department is manned by just 10-15 employees. Conclusions As it turns out, I ended up with an article on how gaming companies can build their localization process. Just like any other process, localization is something you have to set up, manage, and constantly improve. Perhaps one of the most surprising takeaways from this article is that a good contractor is more valuable and reliable than a good localization manager. Once you've built a strong relationship founded on trust, your localization partner won't burn out or run off in search of greener pastures. Instead, they'll build, maintain, and improve how they work with you; they won't get sick or take time off; and they'll be better qualified than anyone you can hire (with the exception of Tony Localistark, of course). Here's a quick test to check for coronavirus healthy localization processes, or how to tell if everything's working well with your localization. There are just two things to look for: Replacing the localization manager, department head, or one or more contractors doesn't cripple the entire process. You can see how this works the day your localization manager starts their vacation. Your localization quality is getting better or at least holding steady, and the number of employees you have working in your localization department is either remaining the same or growing slower than the number of projects they have to work on. Find some good managers and contractors, and there's a chance everything will work out for you. Maybe.
如果本地化是一个痛苦的颈部,你不确定你可以要求谁“只做****翻译”,最后期限总是错过,质量是一个失去的原因,这篇文章是为你。 如果你读过有关人力资源的书籍,他们很可能会建议你打电话给前雇主询问你的候选人的优点和缺点(尤其是如果他们不按最好的条件离开的话)。一些作者甚至采取额外的步骤,告诉你联系承包商候选人的工作,看看他们的想法。当这个职位涉及到预算管理时,这尤其重要。 但通常情况下,只有招聘机构称其为前雇主,而没有人去与承包商联系。这就是我决定写这篇文章的原因。考虑到在这种情况下没有人谈论流程和管理,这一点更为关键。 为什么我?在过去的14年里,我一直在一家翻译公司工作,其中12家主要专注于本地化游戏和软件,我不得不深入地与游戏和 IT 公司的创始人和董事以及负责本地化部门的经理们交谈。我们的一些前雇员在这些公司工作,包括本地化董事。这让我对内部本地化过程有了一些了解,而与外部承包商的合作是我们自2006年以来每天都参与的一种关系。 当我根据我遇到的实际例子来组织我的经验作为案例研究时,我确实在这里和那里软化或夸大了一些地方来说明问题。 1。你自己的本地化部门的时间是什么时候? 本地化部门包括一名本地化总监、几名经理,可能还有将处理游戏翻译和测试过程的翻译人员。 真的,答案是你几乎不需要自己的部门。让高层管理人员参与部门的设立,糟糕的可扩展性,缺乏合格的人员配置选项,由于不稳定的工作量,潜在的无利可图,以及其他因素常常导致这样一种情况,在这种情况下,将一切都置于一般和行政费用的地毯下,是避免面对音乐的唯一途径。还有,当 HR 开始为所有新员工收取奖金时,他们会有多么兴奋。 如果您是至少有五到十个主要游戏或不断更新的唯一 IP 的发布者,则需要本地化部门。对于所有其他情况,只要有一个本地化经理或其他负责本地化和与外部承包商合作的人,这是非常好的。但是本地化管理仍然是你需要关心的,如果你正在开发或发布游戏。 2.组建团队 好吧,你知道你必须做一些本地化的事情,所以你要去找一个本地化经理或者部门主管。 案例1。本地化团队的要求 描述: 一个主要的 IT 公司正在寻找一个本地化部门的主管。主要要求了解基础的网页布局和数编程语言,深入了解公司的产品,扎实掌握一门或多门外语,并获得语言学学位。在工作公告的底部,有一些关于管理凭证的内容,并提到类似的工作经验将是一个好处。 结果: 唯一对广告做出回应的人不能把它作为程序员,其中一个最终被选中。当涉及到理解工作、不同语言的输入和输出,以及如何与承包商合作时,更不用说对工作和语言的热情了,就没有什么可以继续了。毕竟,他们想当一名程序员。他们所做工作的质量将反映出这一点。 构建本地化部门的正确方法 以下是本地化经理或部门负责人所需要的重要性: 熟悉公司及其产品。 有与人(翻译,承包商)合作的经验。 批判性思维和对经验的高度开放。 熟悉专业软件。 本地化的一般概念——对行业活动的认识,参加会议和研讨会。 掌握一种或多种外语,其中一种应该是英语。 第一点表明候选人想为你工作,第二点和第三点是最低要求,第五点告诉你他们希望专业发展,他们喜欢这份工作。虽然这需要面试和几天的工作时间来看候选人是否真的是你想和之共事的人,但对语言的热情马上就会显现出来。如果他们不会说英语,他们就不可能和所有的语言学家进行交流。如果他们是聪明的,他们将能够深入你的产品的水平,他们将需要本地化的时间试用期结束。 从我们的经验来看,候选人的教育背景并不重要。他们可以拥有语言学、经济学的学位,甚至是一些技术方面的学位,同时还可以作为一名翻译。 优秀的90%的候选人甚至不会有六分中的三分在名单上,尽管如果某人确实满足所有的要求,他们肯定有本地化经验。很可能,他们是专业人士。 如果您不想自己找出本地化并构建流程,请特别寻找本地化部门负责人,即使您没有本地化部门或自己的翻译人员。需要有经验的人吗?他们不会对一家小公司的本地化经理广告做出回应。 从财务角度来看,聘请远程工作或兼职工作似乎很有吸引力,尽管这会带来风险——很少有人能在办公室外做高质量的工作。毕竟,这份工作需要深入和与团队其他成员互动。几乎每一家公司都有自己的流程本地化需要整合到其中。真的,当橡胶遇到道路时,远程员工做好工作的唯一方法是,如果流程已经到位并有文件记录,并且已经有一个现有的团队。 3.本地化部门的激励措施 一般来说,本地化经理有他们的激励与最后期限,本地化预算节省,但公司衡量质量。 案例2。基于游戏盈利能力的本土化部门激励 游戏发行商管理人员获得的工资的可变部分取决于他们负责的游戏的盈利能力,更不用说他们有能力按时完成工作,而不会给高层管理人员带来问题。本地化部门是一个独立的业务部门,与营销或游戏开发无关。 描述: 本地化部门主管不参与购买流量或分析盈利能力或广告渠道绩效。他们唯一能影响游戏底线的方法就是削减直接的本地化费用。因此,该公司不断地寻找新的供应商,他们收取较低的价格,并为每个新项目选择不同的承包商。 结果: 每个承包商从公司获得的总项目较少,供应商选择过程转向复杂性和不可预测性,公司失去了作为雇主的相对重要性。为了提高质量,本地化部门的负责人雇佣了新的员工,这样他们就可以找到新的本地化人员,将中间人员直接挑选翻译和游戏测试人员,并跟上管理这些承包商的复杂流程。 价格较低的承包商往往需要部门经理给予更多关注和更多资源。即使有成熟流程的经验供应商也试图通过选择经验较少的团队和减少经理的参与来弥补微薄的利润。而恶性循环已经结束了: 如何判断本地化部门是否有问题 你招聘的本地化经理的数量超过了你的活跃游戏数量,而你的翻译和测试质量正在下降,或者只是保持稳定。 本地化部门正在占用高层管理和支持团队(人力资源、开发和内部服务支持)提供的资源。事实上,有时候你觉得自己更像是一家服务公司,而不是游戏公司。 与主要合作伙伴的高管或所有者共度一些高质量的时光或许是个好主意。你在寻求长期合作,对吧? 如何激励本地化部门 花些时间想想你是否真的需要一个(见“你自己的本地化部门的时间是什么时候?”)。通常,任何部门越来越多的员工都指向帕金森定律,而他们所做的工作的质量完全取决于彼得原理。 合并本地化和营销。拥有成熟流程的公司将本地化置于营销的屋顶下(想想电影标题翻译得不好时的反应吧)。不仅如此,我们的研究和谷歌的数据都得出结论,本地化游戏的平均收益是竞争对手的1.9倍。 将 KPI 与质量和期限挂钩。后者受到翻译团队的实际能力的限制,尽管确保每个人都能与他们见面并不是那么困难。就质量而言,一个很好的标记是测量本地化测试人员发送翻译回纠正的次数。 正确计算本地化预算,至少要知道支付部门主管的奖金类型。除了承包商带来的直接费用外,预算还需要包括本地化部门每个人的工资和奖金、税收、已支付的休息时间以及支持人员花费的时间和其他资源,包括设施、家具和技术设备。所有这些都应该乘以你的员工更替率。 4.过程和自动化 案例3。将中国游戏本地化为俄语 描述: 一家中国在线游戏出版商正寻求将游戏本地化。截止日期很紧,公司有三个承包商,源内容是用中文写的,没有时间进行测试,也没有中文参考资料。在确定最后期限的优先顺序时,翻译被交给三个不同的供应商,员工点击处理编辑。只有一家公司建议使用单一的软件工具来确保一致性,并指定负责遵守现有术语和管理翻译记忆的三个承包商之一。由于各种原因,包括时间不足,决定只采用现有的备选办法。 结果: 这三家公司都按时完成了工作,尽管质量水平很差。由于编辑和编辑文本需要在昨天发生,没有时间去弄清楚哪些公司表现更好或更差。他们中只有一个得到任何反馈。那,你问?当然是那个要它的人。从承包商所能看出的情况来看,所指出的问题都在另外两个人所处理的翻译部分。 在本地化部门建立流程 除了设定目标外,严格掌握翻译质量也很重要。除了随机化之外,最好的方法是建立一个三盲系统:被检查的人不知道他们的工作的哪一部分将被检查,测试人员不知道他们在检查谁的工作,专家处理结果不知道谁在检查谁。本地化或语言测试是发现和消除真实世界中错误的最简单方法。 有两条规则确保评价是客观的: 翻译和测试团队距离开发者相当远——如果翻译是由外部承包商完成的,那么测试也应该是。 翻译和测试小组应是独立的单位,有自己的独立程序和工作人员。翻译人员不应该像测试人员那样月光,反之亦然。这适用于受薪和外部团队。 语言测试是本地化过程中的一个关键因素。即使是经验丰富的游戏翻译有时也不了解上下文或没有阅读支持文档。或者,在游戏引擎中可能会使用中文字体而不是日文字体,或者由于软件的怪癖,标签可能会被卡住。不管发生什么情况,结果都会有问题。当你在游戏中玩的时候,这更容易捕捉到,让测试员到位,而不是把问题扔给你的玩家是很重要的。 当涉及到一个良好的本地化过程时,为开发者工作的经理需要一个承包商来处理游戏翻译和测试。这通常是两个独立的公司,尽管在某些情况下,一个拥有相互独立团队的供应商可以采取双方。 如果有多个承包商将单个项目本地化,那么在整个项目中保持统一的风格几乎是不可能的。结果文本中也会有不同种类和数量的问题。 同样的情况也是如此,你和一个承包商一起工作,只有他们在同一个项目上有三个以上的翻译。这迫使你雇佣两个或更多的编辑,他们将有不同的语言风格和错误的概况。 正如布鲁克斯在《神秘的人月》中所说,在一个问题上工作的人数量上的线性扩张并不能让你在项目的时间框架中得到类似的线性缩减。一旦你达到某个数字,它甚至可以开始推迟最后期限。 但是当截止日期很紧的时候你会怎么做?就在这个时候,有一个词汇表和一个需要稳步更新的一般翻译记忆就很方便了。尽管开发者的本地化经理或其中一个承包商可以负责这样做,但它确实需要一个人。这将减少错误,尽管它不会消除错误。 因此,完美的翻译由一个译者和一个编辑在合理的期限内处理。这一周大约有一万个单词。 案例4。本地化的最大自动化 描述: Y 公司使用 GitHub 进行文件存储,其翻译资源存储在单独的仓库中。Crowdin 通过将修改的字符串上载到项目以进行翻译,从而自动完成本地化过程。翻译完成并由本地化管理器确认后,将使用语言标记将文本上载到相同的仓库。之后,它会自动合并到发送给测试的构建中。该流程利用 API 获得多个解决方案、公司自己的平台和单个经理。 结果: 该工作流以记录的速度提供更新的翻译和测试,而不考虑更新的大小,它适合与自由职业者和组织工作。这也节省了公司的钱。 另一方面,保持可操作性意味着定期更新您自己的软件,并测试任何新的功能,以确保它符合过程。管理和升级流程是一个专业的本地化经理的工作,他知道每一件软件的细微差别。当她们辞职、休产假或因其他原因不得不继续工作时,连锁企业的这种弱点就会显现出来。找人取代他们的位置几乎是不可能的(见“组建团队”)。 本地化部门内的自动化流程 下面,您将从我们的文化指南中找到本地化过程的简化可视化。 与 Nikolay Bondarinko 的文章中类似的布局不同,我们的布局要简单得多。今天的公司利用自动化同时向所有语言发布翻译(测试也是如此)。 我们可以将自动化本地化过程分成四个部分: 自动导入和导出文本。例如,有 Unity 扩展可以直接将文本导入到 Google Docs 中。 自动定位过程。有专门的翻译软件可供使用,包括基于服务器和基于云的。根据客户的需求和我们被要求做的工作类型,我们使用了 memoQ 、 Trados 、 Smartcat 和 Crowdin 。 自动执行文本上传/下载和设置本地化目标之间的链接。这往往是最具挑战性的部分,因为游戏开发是标准化的,不同公司用于不同开发阶段的解决方案的范围可以是扩展的。尽管如此,他们的 API 和现成的云解决方案可以被用来相当快地自动化本地化过程。 自动测试。这取决于平台和其他细节,但是本地化测试人员通常会使用其中一个 bug 跟踪系统。Jira ,举个例子,是我们的选择。 要了解有关自动化本地化过程的更多信息,请查看我们所主持的会议 LocKit 上来自 Wrike 和 Xsolla 的本地化经理的会谈记录。 但是最简单和最好的方法是让您的本地化承包商将您集成到他们已有的流程中。严肃的公司将提供多种方法来实现这一点,让你了解每个公司的优缺点。 当然,如果你没有一个任务管理系统在你的终端,你只是发送游戏文本来回使用网络驱动器,不要期望找到一个解决所有问题的银弹。 5.与承包商合作 我们与美国、欧洲、亚洲,当然还有俄罗斯客户合作过。在我们的经验中,一种务实的方法和对游戏的热情总是超过文化差异,但在这些不同的文化之间仍然存在差异。例如,在亚洲和俄罗斯,客户和承包商之间建立信任关系的唯一方式是,如果董事或所有者都亲自认识对方,并参与了这一过程。 案例5。廉价的本地化 描述: Z 公司开发并发布14种语言的移动游戏。新的本地化经理有他们自己的联系库,包括几个翻译员和每个语言对的本地化公司。因为他们想要削减预算,所以经理把每一种语言都交给不同的翻译器,在检查和编译结果之前选择最便宜的选项,然后自己将结果编译成一个文件。然后将文件发送到开发人员。测试是由一个独立的公司处理的,尽管严格的截止日期意味着没有时间让他们参与进来。 结果: Z 公司在本地化方面节省了高达30%的成本(与由单个承包商处理整个工作的成本相比)。 本地化经理从来没有足够的时间来完成大量的工作,这些工作包括分发新工作、评估结果以及将来自所有不同供应商的文件集中到一个文本中。正因为如此,错误的语言偶尔会上传到游戏中,而且经常会有其他错误通过测试而漏掉。经理永远不能休假——他们是唯一能管理供应商的人。如果他们退出,整个过程必须从头开始重建。 案例6。承包商辞职 描述: 应用程序描述和界面由一位讲该语言的员工翻译成英文。完成后,这份工作交给了一家本地化公司,尽管没有对完成的文本进行最终检查或语言测试。 结果: 由于英语错误, Google Play 的主持人拒绝了这个应用。一旦股东们调查了应用程序被屏蔽的原因,他们就把责任推到了承包商的脚上。 案例7。如何与承建商合作 描述: 一个主要的亚洲游戏开发者和出版商处理本地化与内部翻译。过了一会儿,这份工作对他们来说太多了,部门改组了。每个翻译员都负责将语言本地化。另一名外部承包商也被雇用从事一项大型项目,该项目需要同时将游戏翻译成十二种语言。随着游戏文本在整个开发过程中的变化,内部翻译人员在不同的时间发现了它们。每个人都独立地向承包商发出订单。当然,一切都需要尽快完成。 结果: 对于承包商来说,这看起来像是来自12个不同客户的12个工作,需求略有不同。当他们回答十二种语言中的每一种语言的问题时,内部的翻译人员甚至会给出相互矛盾的答案。 但它仍然只是一个项目,每个问题都有一个正确的答案。 对于游戏出版商和承包商来说,每件事的时间都乘以12倍,而最后期限被推迟,质量下降,费用飞涨。出版商甚至可能没有注意到这些费用在攀升——请参阅“你自己的本地化部门的时间是什么时候?”"" 有利的一面是,内部翻译人员可以利用自己的时间翻译小文本,并进行现场检查,以了解外部承包商如何处理这一工作。 如何与承办商建立关系 不要让你工作的承包商人数失控。和你一起工作需要为他们赚钱。 通过技术和人力两方面的单一联系点运行所有本地化和测试作业。这是一个文本的来源,一个工作环境。一个人在你这边做决定,一个人在承包商那边。这将简化流程并提高质量。 了解你的承包商。我们总是为公司高管提供与公司高层管理人员或创始人会面的机会。拥有强大的关系可以让你发现你的项目是如何在没有二手装饰的情况下,也给你另一个杠杆,你可以根据需要拉。 给出反馈。所有本地化公司都会犯错误——不同之处在于他们的成就和从中学到的速度。 阅读供应商响应您的反馈发送的内容。尽管承包商冒着巨额的风险,更不用说他们的声誉了,但你的员工最多只能将他们的奖金投入到线上。 与承办商合作的生活黑客 与较低的生活成本相一致,东欧企业的工资支出远低于西欧或美国企业,这意味着你可以用它们来获得更多的回报。但你总是需要了解他们对反馈的反应。如果他们忽略了它或者把它扔回你的脸上,现在是时候考虑更换了。 反馈应该是任何项目的常规特征。最后,复习一下。没有这样的东西,即使是最好的本地化人员也无法帮助你。认真的公司每个月都会为所有项目提供详细的反馈,彻底研究他们收到的反馈。 六年来,我们与全球 AAA 视频游戏出版商合作,积累了大量的反馈信息,教我们如何改进我们的工作。另一方面,我们对许多评价进行了质疑,并最终扭转了局面。例如,我们每个月都会收到17个项目和12种语言的反馈,这给我们提供了一个永不停歇的思路,让我们如何变得更好。 需要考虑的事情 EA 的本地化部门只有10-15名员工。 结论 结果是,我最后写了一篇关于游戏公司如何构建本地化过程的文章。就像任何其他过程一样,本地化是你必须设置、管理和不断改进的东西。 也许这篇文章中最令人惊讶的收获之一是,一个好的承包商比一个好的本地化经理更有价值和可靠性。一旦你建立了一种建立在信任基础上的牢固关系,你的本地化伙伴就不会为了寻找更绿色的牧场而耗尽或流失。相反,他们将建立、维护和改进他们与你的工作方式;他们不会生病或休假;他们将比任何你能雇用的人更有资格(当然,除了托尼·Localistark )。 下面是一个检查冠状病毒健康定位过程的快速测试,或者如何判断所有的东西是否能很好地进行本地化。 有两件事需要寻找: 更换本地化经理、部门负责人或一个或多个承包商不会影响整个流程。您可以看到,这是如何工作的一天,您的本地化经理开始他们的假期。 您的本地化质量正在变得更好,或者至少保持稳定,您在本地化部门工作的员工数量要么保持不变,要么比他们必须从事的项目数量增长更慢。 找一些好的经理和承包商,所有的事情都有可能为你解决。也许吧。

以上中文文本为机器翻译,存在不同程度偏差和错误,请理解并参考英文原文阅读。

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