June 11, 2020

A Look Behind the Scenes at Localization Project Setup: Where the Time Goes and What Altagram is Doing to Make Things More Efficient

In this third article of our ongoing series about the game localization workflow, we'll have a look behind the scenes at localization project setup. Where the time goes and what Altagram is doing to make things more efficient.
May 19, 2020

Freelancer Feedback Survey

At Altagram Group, we rely on a huge pool of 1000+ multilingual freelancers to accompany us on your game’s localization journey. We have nurtured these relationships over the years, and are proud to consider ourselves a go-to employer in terms of freelancers’ wellbeing and support.
April 27, 2020

Music and Sound Design in Video Games: A 2-Part Series

In this second entry of the series, we’re going to review some of the intrinsic elements of video games such as narrative tone, game’s perceived mood and story themes. We will then discuss their relation to the games’ audio landscape by analyzing some titles in more detail.
April 7, 2020

Why manual file management is creating a bottleneck in your game localization workflow

In this second article of our series about the game localization workflow, we’ll look at file management practices — and how they might be causing a bottleneck in your company’s workflow.
March 24, 2020

A message from Altagram Group in response to COVID-19

March 18, 2020

Sébastien Mazzerbo is joining Altagram Group and becomes head of our Montréal Studio

March 9, 2020

5 Ways that Email is Killing your Game Localization Workflow

As anyone who has ever been through the process of game localization can tell you, it is as much about organization and coordination as it is about translation and language. Centralized communication can be a game-changer in this context: it increases productivity, reduces redundancy, and helps everyone get their work done more effectively.
November 5, 2019

Music and Sound Design in Video Games: A 2-Part Series

With the advent of home consoles in the late 70s, there was a shift in the approach to audio production for games. The increase in storage space and processor capacity allowed developers to incorporate more elaborate musical pieces into their craft. In return, music has become a staple of any immersive gaming experience.
September 20, 2019
Localization QA

Localization QA: Why It Matters for Your Game

Video games are a highly complex storytelling medium. Due to their interactive nature, they need extra care when it comes to creating the best user experience for your players. It’s tricky work—but why?
May 15, 2018
v5

Introducing the Game Localization Series

We are excited to introduce the Game Localization series, bringing you the best in localization and gaming industry experts and influencers. While many view localization as a unique, more niche field, it is a crucial part of publishing a video game in the global market.
May 17, 2018
Phillipp

Game Localization Influencer Series: Philipp Roth

For our first installment in the Game Localization Series, we have Philipp Roth, the Translation and Localization QA Manager of Perfect World Europe. With the gaming industry growing in Europe at a rate of about 8% in 2018 (Newzoo), localization is becoming an essential step to capture the largest audience possible.
June 6, 2018
localization interview björn bergstein

Game Localization Influencer Series: Björn Bergstein

Today we have an interview with Producer Bjoern Bergstein at Tivola, a publisher of apps and games for kids. Incorporating both education and fun, these games are a learning platform for kids, and localization is especially important.
June 13, 2018
localization interview charlie harris

Game Localization Influencer Series: Charlie Harris

Charlie Harris, Head of Production at SEGA, is a veteran of the localization agency with over twenty years’ worth of experience. Watch the video to learn about SEGA’s approach to localization, targeting both Eastern and Western parts of the world and how they deal with voiceover localization as well.
June 20, 2018
Tobias Frisch

Game Localization Influencer Series: Tobias Frisch

Today we have an interview with Tobias Frisch, the Executive Producer at Studio Fizbin. With the release of their newest game, Inner World: The Last Wind Monk, Frisch discusses the various languages the game was translated into and the process taken by indie developers to localize their product.
June 28, 2018
Simone Bregni Lecture

Learning Languages Through Gaming | An Interview with Dr. Simone Bregni

We talked to Dr. Simone Bregni from Saint Louis University (SLU) about how his interest in video games transformed into a part of his university language course curriculum.
November 15, 2018
Malek Teffaha-Featured Image

Games Localization for Arabic Cultures | Interview with Malek Teffaha, Head of Localization and Communication at Ubisoft Middle East – Part I

In this two-part interview series, we will be talking to Malek Teffaha, Head of Localization and Communication at Ubisoft Middle East. Malek is going to give us deep insights into the special conditions for localization in the different countries of the area, the cultural impact and the bureaucratic systems that need to be handled to ensure a smooth game release.
November 21, 2018
Malek Teffaha-Featured Image Part 2

Games Localization for Arabic Cultures | Interview with Malek Teffaha, Head of Localization and Communication at Ubisoft Middle East – Part II

Last week we started our two-part interview with Malek Teffaha, Head of Localization and Communication at Ubisoft Middle East. He gave us insights into his work at Ubisoft as well as the regulation board GCAM, the General Commission for Audiovisual Media in Saudi Arabia. Today he will focus on the topics of visual adaption, accent localization and perception of the brand Assassin’s Creed in the MENA region.
January 2, 2019
Pierre_Langer_Featured_Picture

Culturalization of Video Game Soundtracks | Interview with Pierre Langer, Managing Director & Founder of Dynamedion

We interviewed the video game composer and expert Pierre Langer, founder and managing director of Dynamedion based in Mainz, Germany. Pierre will tell us more about his internationally renowned company, the video game music business, and the culturalization process of video game soundtracks.
April 26, 2019
Hitchhiker Recording Session

Motion Capture in Games – Hitchhiker Recording Session (Video)

As motion capture technology becomes ever more prevalent in the production of a wide range of entertainment media, it is of no surprise that motion capture in video games is fast becoming an industry standard – and we saw some of the most cutting-edge usage of it this month here at the Altagram studio in Berlin.
English
Back to top