This is the title of my thesis I have done as a part of Game design course.
It goes into detail of how and what localization is and tries to answer the question of "Is there a future for Localization?"
By doing research, Interviews and tests i have learned so much about the localization process and made some important connections.
You can have a read here
"Your Jewelry Your Rules" is a jewelry game that unique way to learn a lot of new things, to be inspired, to find fresh ideas and unusual techniques of wearing jewelry.
Additionally with helping designing some game elements for this project I fully localized 365 cards and the introduction brochure from Russian to English.
Anastasia Fisenko is the author of this project that collaborated with 29 artists, illustrators, designers to make art for each card. Combining very different unique styles together and even art from a 7 year old artist to make people see more potential from their jewelry.
You can learn more about the game here
(The game have not been printed in English and is only available in Russian for now)
One of the aspects of the game I took responsibility for was localization.
I knew from the very beginning that I will translate the game to as many languages as I could but most importantly Irish as the game is based upon Irish mythology.
The game was developed with that in mind so we coded and designed UI elements to be easily translatable and keeping any written elements from in game world and keep any text to be only UI.
At the moment there is 13 languages (English, Spanish, Russian, Greek, French, Turkish, Japanese, German, Irish, Ukrainian, Vietnamese, Slovak and Italian)
My approach with translation was structuring all the translatable elements in to a CSV file that had:
English translation
Notes on the line (context with pictures and explanation)
DeepL translation (Used in development to check fonts and alignment)
And finally a column for translation by translators that I have reached out to help me get their languages in the game. These usually were friends of mine that were native or fluent speakers of a language.
It was very insightful and fun working with so many languages as not only i made the game accessible to more people and learned more about different languages and their structure and grammar.
For example working with Japanese translation made me understand of how immensely difficult it could be for other more in depth games with dialogues and Voice actors. But the person I worked with on translation was very helpful and she provided comments and notes on different variants.
Here is the Example document for Japanese translation of the game. Here