Introducing a new IGDA Finland affiliate: Walkthru!

Now that the summer is finally upon us and most of the country is enjoying it's well earned vacation, the IGDA coordinators and volunteers are working hard on the next season, trying to come up with new and exciting ways to make your time at he gatherings even more enjoyable. On that note, I would now like to take the time to introduce a brand new IGDA Finland studio affiliate; Walkthru! Without further ado, let's get down to business!

What is Walkthru? Walkthru is an independent, Finnish localization company specializing in video game translations and language testing. All of our partners have studied Finnish and English at university level and have paid their dues in numerous translation and testing projects. We keep up with the latest developments in the field, as game translations require both excellent linguistic skills and a deep knowledge of games and the gaming industry. Our goal is to ensure that everyone can enjoy skilfully localized versions of their favourite games.

The Walkthru Gang

Localization Localization should improve the experience of players from different linguistic areas and cultures, and it should not be an obstacle for the development teams. Instead, localization should be considered a method that helps the developers in reaching an even wider audience and communicating their message through linguistic barriers.

The smooth incorporation of accurate cultural references, such as sports teams, songs and notable landmarks, can significantly enhance the experience of the intended audience. Even marketing material is much more effective if it is well translated and cultural factors are taken into account. The localization process ensures that a game is linguistically and culturally appropriate for the target region; the design of the game remains unchanged, but all texts are adjusted to the target culture. Localization aims at equivalent texts, and in this regard it is usually neither practical nor beneficial to resort to literal translations. The best results are achieved when the ideas behind the words are communicated in the target language and the fluent translation allows the players to enjoy the game in that language as much as those who play it in the source language. As language is an important game element full of nuances and meanings, it should be treated with due respect. A careless translation can ruin the game experience as much as a good translation can improve it. Games are increasingly part of the mainstream culture, but in order to truly reach the masses they have to be available in the language of the local audience – just like books and movies. Our mother tongue is the vessel of our emotions and feelings, our heritage. That is why a truly Nordic game culture can only emerge through local languages.

Language testing

Guitar Heroes Joonas and Niko hard at work

Language testing refers to a testing phase during which the localized game is reviewed by a native professional. You may wonder why a game needs to be tested if the translation is carried out by skilled professionals. The answer is that even in the best of circumstances, the localized version of a game must be checked for stylistic and technical problems. In video games, all text is situational and can have multiple functions. This means that when a text is separated from its context, it becomes open to different interpretations. One might expect that the translator could simply play the game while it is in the development stage and thus become familiar with its content. However, development teams often have to restrict access to their games for security reasons and, because of this, translators rarely have the opportunity to play – or even see material from – the games they translate. Unfortunately, this often means that translators have very little context to assist them in their task.

This is where language testing steps in. No matter how skilfully a game text is translated, language testing is absolutely necessary as it is only during testing that the text is seen in the precise audiovisual and interactive context of the game, and possible technical or stylistic problems can be detected and resolved. As the text is usually translated without any audiovisual and interactive context, adjustments by a language tester are the only way to ensure that the localized text precisely matches the in-game context. Through testing, the text of the game can be polished both technically and content-wise, and thus the player can have the same high-quality experience in his or her native language as the players of the original version. For the best result, both the translator and the tester have to be linguistic professionals specializing in games.

Rieti, Sonja and Tuomo

Walkthru, past and present The founders of Walkthru all studied languages at the University of Helsinki, specializing in English translation or philology. This has provided us with extensive knowledge of translation theory and practice, as well as of the English language and the culture of English-speaking countries. Our integration into working life has been swift, and we have been active in game translation for nearly a decade. Each of us has our own area of expertise, including sports, girls’ games and sci-fi. The projects we have worked on span from The Sims 2 and Harry Potter to Battlefield and Need for Speed.

After toiling away for years under our own separate companies, we decided to join forces, and Walkthru was founded in 2006. Our main goal has been to improve the quality of game translations by using more unified practices and standards. Game texts are often scattered among individual freelancers who work in isolation, are unaware of each other and have no means of ensuring that the translations are consistent and of uniform quality. The end result is a game with uneven style and incoherent terminology. This is the problem Walkthru set out to tackle.

We always ensure that each project is carried out by the same translation team, from start to finish. We also put a strong emphasis on proofreading and the constant monitoring and improvement of quality. Every translation is proofread by the second translator appointed to the project in question, and the translator always receives feedback from the proofreader. Consistent translation teams and regular feedback have been our standard procedures from the beginning. We founded Walkthru because we felt there were many things that we wanted to improve. The industry lacked standards and the accumulated know-how was often lost when people moved to game design or elsewhere in production. We are professional translators and consider this a long-term development. We want to become better at our job, and through these procedures we can improve our skills and assure that the same mistakes are not repeated over and over again.

Cheers!

Walkthru has grown rapidly and we have worked on numerous localization projects which have received excellent reviews, the Finnish version of Spore being one of them. Our associates include many publishers and localization companies, Electronic Arts among others. In the future, we aim to keep fighting for the quality of game localization, and hope that this trend will spread throughout the Nordic region. We have worked with localization professionals throughout the Nordic area in numerous translation and testing projects, and we have excellent contacts with the best translators and testers across Scandinavia.

We at Walkthru look forward to cooperating with the IGDA, and value the opportunities for networking that it provides. We wish to strengthen our relations with game developers everywhere and work towards mutually beneficial results. We are proud to support a community that is committed to making better games.

June Gathering: Goodbye Jyri, Hello Sonja!

Even though the heat wave is not exactly here yet, Finnish game developers are preparing for summer holidays and IGDA Finland will quiet down for a couple of months. At the June Gathering invitation we promised that Remedy will give a presentation. That started the rumor mill and draw people 45 minutes too early to the bar! Around 7PM there was already a queue forming at the door and total number of visitors climbed up to 147 (12 new). Thanks to the (wrong) rumors people were expecting to see Alan Wake demo but had to satisfy with a trailer video and photo travelogue from E3. The demo was not shown because Cuba Café have limited audiovisual devices but Remedy promised to show the Alan Wake demo in a more proper place in fall. Patience!

After the presentation Jyri gave a talk and told that he will have less time for IGDA Finland chapter due to the fact that Alan Wake will be released on spring 2010. He will anyhow follow the IGDA Finland chapter activities from the Advisory Board. From now on the Lead Coordinator will be Sonja Kangas who has been organizing IGDA Finland events for the last couple of years. Besides changing the Lead Coordinator there will also be some additions to IGDA Coordinators gang. New IGDA Finland Coordinators group and Volunteers will be introduced in fall.

IGDA Coordinators, Volunteers and Advisory Board wanted to thank Jyri for his efforts in supporting IGDA Finland chapter to become one of the most active IGDA chapters in the world. One outcome of the work is MVP Award which IGDA Finland Chapter got at GDC07.

After the speeches it was time for relaxation and chatting as usual. Even if Finnish game developers are starting their summer holidays soon, there was a lot of networking and discussions on the fact that K30 is currently the address for many Finnish game companies and that several interesting Finnish game productions will come out during the summer and fall 2009.

In fall we’ll give you more insights on what people can expect from IGDA Finland during the season 2009-2010 as well as how upcoming Finnish game releases will be shown at the pub nights. Until then, have a nice and relaxing summer! Game on!

Time for a Change

As I announced in the June gathering, I will be stepping down as the Lead Chapter Coordinator for IGDA Finland at the end of the month. But as all activities for this season are already done, in practice my successor Sonja Kangas is already acting in that role in preparing for the next season. The main reason for this decision was that I've noticed I just don't have the time and energy to put into IGDA activities as I used to. That's largely due to my day job keeping me super busy in trying to wake Alan. :) And now that we've announced the launch window, I'll be even busier in the future.

But part of the reason is that the time is right. 4 years is a long time doing something like this voluntarily after a full day of work at the office. I also have a great successor that is more than capable of taking our chapter even further. She's already been part of the coordinator group for 2 years so she knows the chapter activities inside & out. I am confident the transition will go super smoothly. So congrats Sonja, new IGDA Finland Lead Chapter Coordinator!

It has been fun and eventful 4 years that I've been acting as the Lead Chapter Coordinator. Over those years, we've hosted 52 events that served over 5800 people, switched gathering venues twice, had our first sponsored events, our first presentation events, introduced drink discounts, redesigned our logo twice, redesigned our website twice over & added a lot of features to it, etc. We've also enjoyed great international recognition as one of the most active and succesful chapters, even receiving an MVP award in spring 2007 from the main body of IGDA.

But most proud I am of the fact that I've managed to grow IGDA Finland team from 1 coordinator and the advisory board into a team of 6 coordinators, loads of volunteers and the advisory board. This enables us to do so much more as a chapter than any one man or woman ever could alone. It also makes it easy for me to move on, confident that there are others to carry on the work. This has also been the key factor why we have been able to grow every single year: bigger attendance averages as well as more and better events and activities.

But I am not fully done with IGDA Finland just yet! I will be joining the advisory board and as Lasse Seppänen steps down from the advisory board, I've promised to take over as the Advisory Board Chair. That's just a fancy way of saying I will now be one of the guys giving annoying advice instead of one of they guys trying to follow their advice. :)

I still believe very strongly in everything IGDA Finland stands for and will support it in the future as well, just from a more passive role, that's all. I wish the new coordinator team best of luck! And to the rest of you: So Long and Thanks for all the Fish! (And the PS3 + games!)

Signing off,

Jay

June Gathering: Tuesday 9th

It's time for IGDA Finland season 08-09 finale with a presentation from Remedy! Join us on June 9th and enjoy a fun evening with fellow developers. We would like to thank the Finnish game developer community for being so active. It has truly been a pleasure to organize the events for you! Also special thanks to Remedy for supporting IGDA Finland presentations session and Cuba Bar for the nice venue. After the June IGDA Gathering it's time for summer holidays. See you again in fall '09!

IGDA FINLAND JUNE GATHERING Place: Cuba Bar, Erottajankatu 4, 00120 Helsinki (map) Time: Tuesday, 9th of June, doors open at 19:00

IGDA Floor-ball Season Coming to an End

Hello! Just a short remainder about our floor-ball deal with Mr. Goodliving coming to an end with the last chance to participate on Thursday 4.6 (that's tomorrow, folks). We'd like to thank Mr. Goodliving for their generous offer during the past spring and hope that you liked it too! There might be chance to return with a similar deal after the summer, so if you (or your company) is interested in sharing your activities with the other fellow developers, just hook us up next Tuesday in the season ending meeting or write an email!