The Perfect Lockit
A localization kit, or lockit, is a package of all the materials and tools needed to localize a game.
This often includes a single file containing all the text in the game.
Sometimes, in-game texts (in any format) are all that’s needed to successfully localize a game for a particular market. But in most cases, this approach results in poor-quality localization.
Let’s define the perfect lockit and discuss how to avoid common localization mistakes.
What do we need to begin?
1. Reference materials
You don’t want a translator to jump right into reading in-game texts. They should first learn the game’s background, understand its setting and become familiar with its core mechanics. They should also play the game.
Therefore, the best reference materials are within the game itself. Before opening the text file for translation, a good specialist spends at least 40-60 minutes playing the game.
If the game cannot be provided, the developers should make every effort to give the translators a video demonstrating the game and its key features.
If you work on a huge project of hundreds of thousands of words, it would be wise to create some kind of reference “profile” for each character, with screenshots that display appearance, features, the character’s relationship with others, etc.
2. In-game texts
The most popular tool is still Excel and its brother, Google Sheets. You can provide texts in almost any format (DOC, LUA, XML and even CPP), but Excel is still the best option. The best approach is to:
- Place all in-game texts in a single file
- Keep xml-like stuff to a minimum<font>, <style>, <color> and the rest of it.
- Place different text categories in separate tabsDialogs, interface, tutorials, notifications.
- Include screenshotsIllustrating at least the key points of the gameplay, locations and characters. If the project is a hidden object game, screenshots of the objects are a must. The word “nuts,” for example, can have at least two translations, making context critical.
- Arrange dialog in the order in which it’s spokenLines sorted alphabetically or without any kind of structure are a translator’s nightmare! This makes translating text extremely difficult, as the vendors cannot grasp the meaning.
- Include notes with the dialogFor example, when someone is speaking, with whom are they talking? If this can’t be provided, then indicating a character’s gender would still be useful. In Japanese, it’s vital to know who is speaking as male and female speech differs.
- Explain jokes, puns and ambiguous passagesInclude suggestions for translating these fragments into a particular language. In the absence of suggestions, comment on what the text is implying.
- Provide comments for phrases with a certain tone or connotationObviously, there’s a big difference between the language of a professor and a troublemaker.
| ID | Source | Speaker | Note |
|---|---|---|---|
| dlg.mkt.014 | Fresh nuts! Best in the district! | Market vendor | Food, not hardware. See screenshot. |
| dlg.mkt.015 | And who might you be? | Guard | Speaking to the player. Suspicious, not hostile. |
| dlg.mkt.016 | Nobody. Just passing through. | Player | Reply to dlg.mkt.015. |
Without a screenshot, the translator has a coin flip. With one, they have an answer.
3. Style guide
This is not a set of comments to separate into fragments, but a manual. It does not have to be voluminous; the most important thing is to explain some general ideas. Who’s the game’s target audience?
Each variant has its requirements for words, phrases and style. Such recommendations are necessary only when the style and language of the text is crucial (such as in story-driven projects).
Not sure your lockit is ready?
Send us a sample of it. We will tell you what is missing before it reaches a translator.