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What is the first thing you usually do at the beginning of a project?

Aya: I dive into the files we are going to be working on, and take some time to figure out what needs to be discussed with the client, such as glossary, length limits, the priority of each file etc.

Then we make sure we have a kick-off meeting with the client, including Localization QA and Audio Localization teams if they are also going to be involved in the project. As text localization comes first, we usually have a tight schedule that we want to roll out as soon as we can.

Ensuring every team involved is on the same page is essential to having a healthy project cycle. I always like to map out a plan with the client and associated teams.

Yun Yue: First I figure out the project’s schedule, cross-checking the number of resources we feel we’re going to need against the deadline.

The goal is to find the perfect balance between the risk of introducing inconsistency when there are many resources in the project, versus the client having to wait too long for translations, increasing the risk for the client of missing localization milestones.

What is the best part of being a Project Manager in the game localization space?

Aya: The biggest advantage for me is having the chance to work with many talented translators. I truly believe text localization heavily impacts the enjoyment of the game.

Translators work very hard so that every player can have the same exciting experience, whatever language they want to play in. I have worked with many translators over the years, and it is always astonishing to see the great ideas hidden behind their translation choices.

Yun Yue: I think it is getting involved in the making of your favourite game. Especially when you can bring your insights to help make the project a success, or when you are able to identify potential risks and bring them immediately to the client’s attention.



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