84929 - Game and Software Localization (CL2)

Academic Year 2018/2019

  • Docente: Francesca Pezzoli
  • Credits: 5
  • Language: English
  • Moduli: Francesca Pezzoli (Modulo 1) Raffaele Tutino (Modulo 2)
  • Teaching Mode: Traditional lectures (Modulo 1) Traditional lectures (Modulo 2)
  • Campus: Forli
  • Corso: Second cycle degree programme (LM) in Specialized translation (cod. 9174)

Course contents

The audiovisual translation module is part of the integrated course on Translation for Media Accessibility (Italian and English) and is divided into two modules. Lectures on the Software and Games Localization module will be given by Raffaele Tutino and Francesca Pezzoli respectively.

Software Localization

The aim of “Software Localization” module is to provide the students with the actual technical and linguistic skills needed in order to localize software UIs and related documentation. Technical skills include the use of purpose-built computer software such as CAT tools and resource editors. Language skills are supported by practical translation and localization exercises of real world documents. Detailed program: Introduction to the concepts of Globalization, Internationalization and Localization; Case studies on localization of mobile apps; Software localization: style guides; spelling conventions; localization of source files, RTF file format, executables, libraries and mobile apps; resource editors; localization of online help and documentation; Introduction to the concept of transcreation in the IT field.

Game Localization

The Game Localization module introduces the concept of localization in the video games industry and its unique features and challenges in the progressive technologization of contemporary translation practices. The students will learn about the different texts translators have to deal with in a typical l10n project (script, ingame, tutorial, and so on) and the best approach to each of them. Therefore, several topics and issues will be addressed, such as: transcreation, variables/placeholders, gender neutral translation, the creation of a specific lexicon, characters and length restrictions, bug prevention, and specific rules/practices translators are expected to apply in gaming projects. Further topics covered: "collective localization", shared online TMs, the most widely used CAT tools, Q&A management, relationships with l10n agencies and/or developers, how to become a professional games localizator (freelance or inhouse).

Readings/Bibliography

Module 1 (Software Localization)

Mandatory bibliography:

AA. VV., Italian Style Guide, Redmond, Microsoft Corporation, 2011 (available online)

Reference bibliography:

Esselink B., A Practical Guide to Localization, John Benjamins Publishing Co., 2000, ISBN 9027219567

Reineke D., Traducción y localización. Mercado, gestión y tecnologías, Anroart Ediciones, ISBN 84-9657-708-2

Lesina B., Il nuovo manuale di stile, Zanichelli, 1998, ISBN 88-0809-602-5

Dunne K. J., Perspectives on Localization, John Benjamins Publishing Co., 2006, ISBN 9027231893

Hurst M., Bit Literacy: Productivity in the Age of Information and E-mail Overload, Good Experience Press, 2007, ISBN 0979368103

Monacelli C., Traduzione, revisione e localizzazione nel terzo millennio: da e verso l'inglese, Franco Angeli, 2001, ISBN 88-4643-050-6

Osimo B., Traduzione e nuove tecnologie, Hoepli, 2001, ISBN 88-2032-750-3

Scarpa F., La traduzione specializzata: un approccio didattico professionale, Hoepli, 2008, ISBN 978-88-203-3931-9

Tutino R., “Software Localization: Difference between Translation of GUIs and Related Technical Documentation and Transcreation of Marketing-Oriented texts”, in “CREATIVITY IN TRANSLATION, INTERPRETATION AND INTERPRETER TRANSLATOR TRAINING / CRÉATIVITÉ EN TRADUCTION, INTERPRÉTATION ET DANS LA FORMATION DES INTERPRÈTES TRADUCTEURS”, a cura di Mariagrazia De Meo, Emilia Di Martino, Aracne editrice, 2016, ISBN: 978-88-548-9290-3

Game Localization

Games localization is a relatively new branch of translation, and it's evolving very quickly. Therefore, there's not yet (and maybe there'll never be) a standard bibliography illustrating all the challenges games localizators are facing every day and offering insight on how to tackle them effectively. Here's a selection of some introductory texts. For the most recent challenges and translation practices, please refer to the handout/lecture notes provided by the lecturer.

Bernal, M. (2007) "Challenges in the translation of video games". http://www.fti.uab.es/tradumatica/revista/num5/articles/02/02art.htm

Mangiron, C. (2006) "Video games Localisation: Posing new challenges to the translator" https://www.academia.edu/6914885/Game_Localisation_Posing_New_Challenges_to_the_Translator

O'Hagan, M.; Mangiron, C. (2013) Game Localization: Translating for the global digital entertainment industry, Benjamin Translation Library

Tarquini, G. (2014). “Translating the Onscreen Text blindfolded”, in Fun for All: Translation and Accessibility Practices in Video Games, C. Mangiron, P. Orero & M. O'Hagan (eds.), Peter Lang, Bern. pp. 149-174

Teaching methods

All lessons are taught classes and students are encouraged to participate actively and critically in all the activities. Attendance of at least 70% of all scheduled class meetings is mandatory

Software Localization

Students will attend an introductory seminar on the topic. Lessons will be subsequently focussed on practical exercises on real world localization projects, with the chance of using genuine reference material supplied by software producers/developers or available on the Web. Language pair for translation is English > Italian. Presentation of various case studies on real projects, especially in the field of mobile apps.

Game Localization

The lessons will be run as face-to-face workshops, including theoretical introductions (by the teacher) as well as practical analysis of texts from recently published video games. Students will be asked to translate strings from real video games and will be encouraged to discuss translation options, aimed at stimulating critical thinking, brainstorming and creativity. This way they'll hone the skills clients require to professional games localizators.

Assessment methods

Software Localization

Practice test on a small localization project: translation from English into Italian of some GUI strings and of an excerpt of documentation related to the same product. The text to be translated will be received by email and must be returned within 24 hours from receipt. The exam is the simulation of a typical translation test requested by a translation agency.

Game Localization

Students will be assessed on their command of strategies and techniques for translation in the video games field, as well as on their ability to tackle terminology and creative challenges. In the end-of course translation test, they'll be asked to translate video games strings (about 400-500 words in total) including both script and ingame texts. Students will have 2 hours to complete the test and they'll be able to use CAT tools and any resources that have been collected and built during the course, as well as dictionaries, glossaries and documents available on the Internet.

The final mark of the integrated course of Translation for Media Accessibility will be an average between the mark obtained for Audiovisual Translation and the avarage obtained for the two parts of Software and Game Localization

Teaching tools

Module 1 (Software Localization)

Bibliography, especially Microsoft’s Style Guide. Files in various formats.

Module 2 (Game Localization)

Bibliography, lecture notes/handout, exercises in Excel/MemoQ format, computer, video games. Several professionals in the games localization field from all over the world will be invited to integrate lessons, illustrate some of the concepts presented during workshops and interact with students, who will learn strategies and skills directly from highly specialized translators/PMs/team leaders/managers.

Office hours

See the website of Francesca Pezzoli

See the website of Raffaele Tutino