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LOCALISING MOBILE GAMES
Marta Kunić
Senior Game Developer
Agenda
• ABOUT US
• WHY LOCALISATION
• HOW WEDID IT
• LOCALISING CONTENT
• LOCALISING THE UI
• PROBLEMS
• WHAT WE GAINED
About us
• Game development studio from Zagreb
• Founded by Alan Sumina and Zoran Vučinić in 2008
• Today more than 130 employees
• Started with application development
• Over 3.5 million monthly active users all over the world
• Over 100 million downloads
• Completely in charge of the product – everything is done
in house
Why localization
• Interactive story games are our most
popular products
• Language barrier – only users who
speak English can understand them
• Initial market reached saturation
• Try to appeal to new markets by
translating content into different
languages
How we did it
• Market analysis
• Localised one story in one game to
French and German to see if it's worth it
• Localized UI
• Device language is used as the default
one
• Added option for the user to select
a language
Localising content
• Text translation
• Downloading content based on language
Exporting
just text for
translation
Translation
Importing
back to
game
Localising UI
• Changed all fonts to support
different alphabets
• Replaced images that contained
text with text labels
• Created dictionaries for every
language with specific phrases that
we used
• Every string is translated before it is
shown
Problems
Text falling out of labels
Problems
Japanese punctuation
Problems
Images used as text
What we gained
• 680% increase in daily active users
• 1400% increase in daily profit
• US is still the primary source of income, but
France and Germany have almost the same
number of installs for 3.5x less cost
• We are experiencing higher return for less
• More games localised to 7 other languages
Questions?
If you have any questions, feel free to contact me:
marta.kunic@nanobit.com
https://www.linkedin.com/in/marta-kunic/

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Shift Remote: Game Dev - Localising Mobile Games - Marta Kunic (Nanobit)

  • 2. Marta Kunić Senior Game Developer Agenda • ABOUT US • WHY LOCALISATION • HOW WEDID IT • LOCALISING CONTENT • LOCALISING THE UI • PROBLEMS • WHAT WE GAINED
  • 3. About us • Game development studio from Zagreb • Founded by Alan Sumina and Zoran Vučinić in 2008 • Today more than 130 employees • Started with application development • Over 3.5 million monthly active users all over the world • Over 100 million downloads • Completely in charge of the product – everything is done in house
  • 4. Why localization • Interactive story games are our most popular products • Language barrier – only users who speak English can understand them • Initial market reached saturation • Try to appeal to new markets by translating content into different languages
  • 5. How we did it • Market analysis • Localised one story in one game to French and German to see if it's worth it • Localized UI • Device language is used as the default one • Added option for the user to select a language
  • 6. Localising content • Text translation • Downloading content based on language Exporting just text for translation Translation Importing back to game
  • 7. Localising UI • Changed all fonts to support different alphabets • Replaced images that contained text with text labels • Created dictionaries for every language with specific phrases that we used • Every string is translated before it is shown
  • 11. What we gained • 680% increase in daily active users • 1400% increase in daily profit • US is still the primary source of income, but France and Germany have almost the same number of installs for 3.5x less cost • We are experiencing higher return for less • More games localised to 7 other languages
  • 12. Questions? If you have any questions, feel free to contact me: marta.kunic@nanobit.com https://www.linkedin.com/in/marta-kunic/