Welcome to our blog! Here you can see what Altagram is all about and learn more about localization within the video game industry. From gaming news to a behind the scenes look into our office life, we've got you covered. To learn more, check out the posts below and subscribe to our monthly newsletter for updates!
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.
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.
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.
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.
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.
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?
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.
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.
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.
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.
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.
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.
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.
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.
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.