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Немного про локализацию
Фѐдор Бонч-Осмоловский
08.12.2013
Немного про локализацию
•

•

Силлогизм: все хотят вывести свои игры на международный рынок. Для
этого нужна локализация. Следовательно, локализация нужна всем.
Хорошая.
Как этого добиться:
1.
2.

Придавать значение. Все думают про монетизацию, геймплей, виральность —это деньги. Но
хорошая локализация — это тоже деньги.
Подготовиться к локализации. Например, не стоит забывать про:
•
•
•
•
•

3.
4.
5.
6.
7.

поддержку UTF-8,
возможность изменять размеры текстовых полей/прокручивать их,
крайнюю осторожность при внедрении составных фраз/переменных,
разделение текстов игры и кода,
предоставление локализаторам текстов в удобном виде, в идеале — таблица с говорящими ID и полями
для каждого языка.

Контролировать и планировать появление текста. Если версия сдается на утверждение в
субботу утром, а обновление сценаристы дописали в пятницу вечером, нормально перевести
его на остальные языки уже не получится.
Отделить базовый текст игры и тексты обновлений.
Давать вспомогательные материалы. Переводить «поиск предметов» без картинок
невозможно. Что такое «лук»?
Тестировать. Хотя бы несколько часов стоят не так дорого, но позволят пробежать
интерфейсы и выловить самые явные ошибки.
Не давать переводить программистам. Ни на какие языки. Никогда.

© 2013 Levsha
Спасибо за внимание!

Фѐдор Бонч-Осмоловский
Студия локализации Levsha, управляющий партнѐр
fmbo@levshagames.ru
www.levshagames.ru

© 2013 Levsha

3

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Two words on localization

  • 1. Немного про локализацию Фѐдор Бонч-Осмоловский 08.12.2013
  • 2. Немного про локализацию • • Силлогизм: все хотят вывести свои игры на международный рынок. Для этого нужна локализация. Следовательно, локализация нужна всем. Хорошая. Как этого добиться: 1. 2. Придавать значение. Все думают про монетизацию, геймплей, виральность —это деньги. Но хорошая локализация — это тоже деньги. Подготовиться к локализации. Например, не стоит забывать про: • • • • • 3. 4. 5. 6. 7. поддержку UTF-8, возможность изменять размеры текстовых полей/прокручивать их, крайнюю осторожность при внедрении составных фраз/переменных, разделение текстов игры и кода, предоставление локализаторам текстов в удобном виде, в идеале — таблица с говорящими ID и полями для каждого языка. Контролировать и планировать появление текста. Если версия сдается на утверждение в субботу утром, а обновление сценаристы дописали в пятницу вечером, нормально перевести его на остальные языки уже не получится. Отделить базовый текст игры и тексты обновлений. Давать вспомогательные материалы. Переводить «поиск предметов» без картинок невозможно. Что такое «лук»? Тестировать. Хотя бы несколько часов стоят не так дорого, но позволят пробежать интерфейсы и выловить самые явные ошибки. Не давать переводить программистам. Ни на какие языки. Никогда. © 2013 Levsha
  • 3. Спасибо за внимание! Фѐдор Бонч-Осмоловский Студия локализации Levsha, управляющий партнѐр fmbo@levshagames.ru www.levshagames.ru © 2013 Levsha 3