Languages & The Media

Interviews & Articles

Being There: Live Versus Recorded Audio Description – What is the difference?

Multilingual Radio in Australia: How a "Rare Beast" Celebrates Diversity

"Once a gamer, always a gamer" - Training Video Game Translators

Making Music TV Accessible to the Hard-of-Hearing Audience

Multilingual Subtitling – The Machine Translation Revolution

"Once a gamer, always a gamer" - Training Video Game Translators

© Mikael Damkier -
Fotolia.com

Dr Ximo Granell, translation and interpreting graduate of the Universitat Jaume I of Castellon, has “witnessed the evolution of games, from the early arcades to the very latest generation consoles” and, although he is now more of a casual gamer these days, he reckons “once a gamer, always a gamer”. Through his involvement in the evolution of video games, his interest in foreign languages and cultures has also increased. As a consequence, he decided to specialise in translation technology and localisation. A few years later, after participating in very different video game localisation projects, he had the opportunity to train student video game translators, leading to a “Handbook for video game translators” written in collaboration with his colleagues Frederic Chaume, Carmen Mangiron and Núria Vidal.

Languages & The Media talked to Ximo Granell about the challenges of translating video games and the special approaches to training translators in this sector.

L&M: What is different about training people to translate video games?

Ximo Granell: Translating video games is a complex challenge. Thus, training future translators is a great opportunity to bridge gaps between the purpose of the original video game and the target culture users of the local versions of the games in every corner of the world. The translation approach differs according to the type of video game: translating a video game to teach science to children is completely different from translating the latest Harry Potter game for the same children. This plays an important role during training.

Problems include being able to fit the translated text within the physical space of the menus of the game, translating messages and images that may appear on the screen long (or short) enough, observing local laws and regulations or just being able to use a wide range of technology tools and electronic resources. Training people to translate video games is no easy task.

L&M: What does the training of a video game translator actually involve?

Ximo Granell: The training of video game translators involves making them aware of the particular characteristics of the product they need to translate. Important tasks include explaining the relevance of the globalisation, internationalisation and localisation of video games, and carefully describing the localisation process and how to deal with each different component (asset) of a video game. In my presentation at the conference, I will provide more detailed information about a proposal for a video game translation course curriculum.

Transmitting the importance of taking care of every single detail and sub-process while translating video games is not an easy job, but it is extremely rewarding to be able to contribute in some way to the development of future video game translators.

L&M: Video game translation combines elements of audiovisual translation and software localisation. How would you weight the relative importance of technical skills, intercultural competence and linguistic proficiency?

Ximo Granell: In my opinion, an outstanding command of both source and target languages and cultures is paramount, regardless of the type of translation. It is nevertheless true that a video game translator must have excellent technical skills, be proficient in many different tools and technologies and have (or develop) a passion for video games and the gaming culture.

The relative importance of the skills will depend a great deal on the type of video game to be translated, and more usually on the type of element within the game. It is not the same and does not require the same set of skills to face a dialogue between two fictitious characters for its dubbing, than translating a chunk of code from a website or a configuration file. Similarly, the creativity and cultural knowledge required to translate marketing elements of the game, such as an ad banner, have little to do with legal knowledge or the ability to query reference corpora, translation memories or terminology databases for translating an “End User License Agreement” document.

L&M: What challenges do video game translators face in their working lives?

Ximo Granell: Probably the first challenge is the choice between working as an in-house or a freelance video game translator. Each scenario has its pros and cons, but there is much more room in the market for freelancers. Trying to work for one of the big names in the industry might be a dream for a translator, but it is also a difficult process and mobility is essential. Going freelance might be easier, but it is always a though path until certain stability is achieved.

Specific translation problems that video game translators have to overcome to produce a good quality piece of work might include using the right tone and language for each game / character, finding the best translation for a particular play on words, translating different themes, or coping without sufficient context.

L&M: Mr Granell, thank you very much for your time.

September 6th, 2010

On Thursday, October 7th from 14:30 to 16:00, Ximo Granell will hold his presentation and give concrete insight into the topic of Training Video Game Translators.

Impressions 2010