Tamara Tirjak has been working in Frontier’s localization department since 2015. Since then she helped localize company’s biggest projects — Elite Dangerous and Planet Zoo into dozens of languages. We talked to Tamara and found out when it’s best to start working on localization, what’s the point of adding an artificial language to your game and in what way having a proprietary game engine helps with translation.

«When NASA announced the discovery of the Trappist-1 system, our game already had a very similar one»

— Frontier Developments works with proprietary game engine Cobra that’s been evolving since 1988 . …

In this case study, we’ll talk about our work on the Polish translation of Melsoft Games’ business simulator MyCafe — a game featuring recipes and an incredible amount of dialogue.


Localize a popular “tycoon-style” game with a large fanbase.
Over 400,000 words from English to Polish.

This is a “tycoon-style” game, which is a genre of infrastructure management games where players run anything from a hospital to a city. In MyCafe, the player manages a coffee shop. The project is targeted at women 18–35, and the game centers around collecting recipes while talking to customers and listening to their stories.

We localized two games based on popular animes, Naruto Online and Fairy Tail, into Russian. We’ve included both projects from publisher 101XP in this case study to show how important it is to be familiar with the source when translating something that’s part of a franchise.

The task

Localize two games and their promotional materials that are based on popular franchises where the fans know every detail.

Naruto Online — from Chinese to Russian, 280,000 characters.
Fairy Tail — from English to Russian, 100,000 words.

Naruto Online is a browser-based MMORPG set in the world of the famous anime. The developers, Bandai…

This is the story of our work on the popular mobile fighting game Shadow Fight 3. We’re going to discuss the process, show you some before and after screenshots, and, of course, take a look at some of the difficulties involved.

It all started in fall 2017 when the publisher Nekki came to us with a request to localize Shadow Fight 3 from English to 10 other languages: French, Italian, German, Spanish, Brazilian Portuguese, Simplified Chinese, Traditional Chinese, Japanese, Korean, and Turkish. The game has about 50,000 words total, and the storyline is divided into seven chapters. We translated chapter…

We interviewed Miguel Sepulveda, Global Localization Manager at King (Candy Crush Saga). Our business developer, Levon, spoke with Miguel on topics from his blog yolocalizo.com, about when localization may be unnecessary, what differences there are between the localization processes at EA and King, and much, much more.

This is an in-depth interview. We are sharing it with everyone who wants to know how a localization expert who’s been in the business 25 years sees things. But if you’re not in the mood for a long-read, you can listen to the conversation on SoundCloud or watch the video on YouTube. Enjoy!

On game industry recognizing importance of localization

An interview with Anastasiya Nikolayeva, director of localization at G5 Entertainment.

Anastasiya Nikolayeva, director of localization for G5 Entertainment group, a developer and publisher of casual and free-to-play games for smartphones and tablets, gave an in-depth interview to Pavel Tokarev, CEO of INLINGO game localization studio.

They talked about the structure of working processes within the localization department, and also attempted to answer the question of what model works best for localization: partnering with localization studios or working directly with freelancers. They also discussed the localization industry’s development prospects.

Pavel Tokarev: Tell me about your experience in the industry and…

For everything to work smoothly and deadlines to be met, it’s very important to set up a system for editing. Today we’ll look at the most common situation — we’ll deal with the relationship between editor and translator and discuss what set-ups are most productive. Nadezhda Lynova, director of INLINGO studio, shares her experience.

Who should edit localization: a native-speaker or a translator?

Translator and editor work as a team, and if we take a language pair and start translating, for example from Russian to English, then we’re immediately faced with the question: how best to proceed? …

Today, we are going to explain how localization testing works, why it should be done, and what happens to the text in the process. Elizaveta Morgacheva, senior project manager here at INLINGO will tell us all about it.

INLINGO spoke with Yulia Arzhakova. She is the localization manager for IT Territory, one of the MY.GAMES (Mail.ru Group’s gaming division) internal studios.

Yulia talked about the qualities that Mail.ru looks for, the importance of localization, and about how to start a successful localization department in a development company.

Today we’ll be responding to a question about how we put together a localization team for a project. Alexey Medov will explain how we go about this at INLINGO.

INLINGO Game Localization

We are the game localization studio, and we write helpful and fine articles about things we like the best—games and localization.

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