LOCSMITHS - WE SPEAK GAMES

A full suite of localization services to help you unlock and conquer the portuguese speaking markets!


TRANSLATION
Our team knows exactly what you need to put "local" in your localization.

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DUBBING
We work with the best in-country studios
for videogames. 

 

TESTING
Our experience in AAA games testing
labs will serve you well.

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PROJECT MANAGEMENT
Need some help managing your project? It's not our first time in the rodeo!

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CONSULTING
Need some insights about localizing your videogame? Step right in. 

 

ASK FOR A QUOTE
It won't take you that many credits to get
a boss level grade localization. Just ask!

Contact us

When non-binary is the norm

posted Feb 26, 2021, 9:12 AM by Locsmiths Translations

During the Bugsnax project and concerning Floofty, the challenge wasn't finding which words had to be written in non-binary (bless Young Horses for their tidy documents and helpful contexts). As long as we knew Floofty was involved, we kept an ear up.

Flexing words into non-binary was odd, but only because it was something we weren't used to. A few awkward flexes here, a few hasty dictionary checks there, and the text came together rather nicely in the end.

The real "Gotcha" moment was figuring out where Floofty would employ non-binary language. That required thinking outside our cisgender minds. How would someone with a deconstructed idea of gender and pronouns speak differently? We opted for it while Floofty spoke about the Snaxburg denizens as a collective, under the assumption that a non-binary speaker wouldn't default to the male plural for a group they knew to be mixed.

What did you think about the final result? Drop us a line :D

Goodbye 2020 and Good Ridance

posted Dec 18, 2020, 4:36 PM by Locsmiths Translations

The year of 2020 was the definition of bittersweet. Locsmiths had won yet again another Localization of the Year award, and spent most part of the year working in the most extreme and complex project we had ever faced: Watch Dogs: Legion. A technological behemoth that kept us busy throughout the worse of the pandemic that raged our planet... and keeps raging. During those fleeting moments we managed to keep our heads above the water, the dismal reality of everything was many times almost too hard to face. We lost friends, we lost loved ones. 2020 spared no one.

That was the inspiration for our Holiday card this year. For all of you out there, stay safe, stay strong.


In memory of:
António Dias
Alexander Skakovsky
and so many others all around the world.

Managing expectations

posted Jul 24, 2020, 2:29 PM by Locsmiths Translations   [ updated Jul 24, 2020, 2:32 PM ]

Managing a client's expectations is a key ingredient for an healthy and successful relationship. What a client wants, in many cases, is not exactly what the client needs. And what you have, may not be exactly what the client wants. However, and our experience has taught us this over and over again, what your client needs may be exactly what you have. Confusing? Not really. It all boils down to a single thing: honest communication.

Every single localization company, every single one, regardless of their size, have a baseline where things work smooth. To the north "even smoother", the so called "relaxed" projects. To the south all manner of "try-our-best-corner-cutting-praying-beads-mother-of-all-urgencies" kind of projects. Every single company lives by this law of "localization physics". If anyone rejects this view, by all means do, by I will call you out on your BS.

So, back to where we left: honest communication.

Whenever a client proposes you something to the south of your baseline you should be honest about it. Negotiate deadlines, offer different solutions, be frank about the dangers of certain solutions. This isn't being "hard to get", this isn't being "uncooperative", this is caring. Caring about your client product and about your company reputation. The two should always go hand in hand.

If you accept a proposal that would seriously jeopardize the quality of your client's product and you communicate that openly, and its agreed, then your client can only thank you for your honesty and for risking your company reputation in order to help your client getting the product out there as far as wanted. Sometimes quality is not what your client needs, but most often than not your client will not admit that to you, unless you present to them the consequences of a certain proposal. This can be particularly icky if there's middle management that already compromised to a certain outcome without assuring that outcome was possible in the first place.

On the flip side, if the communication is always honest and everybody is on board, amazing things can be accomplished together.

Just remember the tradeoff triangle, no one can get it all:


Bruno Dias

Localizationality!!!

posted Dec 18, 2019, 12:22 PM by Locsmiths Translations

The winners of Brasil Game Awards 2019 are out and Mortal Kombat 11 won the best localization. I wonder who worked on that... ^^

LocJam winners

posted Oct 28, 2019, 4:07 PM by Locsmiths Translations   [ updated Oct 28, 2019, 4:31 PM ]

Sometimes you take things for granted and may take a long time until you notice something is amiss. Sometimes you don't notice until its brought to your attention. And seems in the wake of that last LocJam, which might have been the last ever, the results are not available in the official page, or so we've been told by some winners. So to correct that, here's the winner list from our own internal panel :)

LocJam 3
PTBR
Luiz Alves won on Professionals.
César do Nascimento won on Amateurs.

PTPT
Sofia Vale was the overall winner.

LocJam 4
PTBR
Danielle Lacerda was first place for Professionals. Followed up by Gustavo Silva.
Bhernardo Viana won on Amateurs, followed by Pedro Santos.

Was a great initiative, but really ran its course, as it reached a point where the demands of the contestants were not at all compatible with a voluntarily organized contest. Thanks again to IGDA and especially Alain for all those years of dedication to LocJam.

Catching up with some reviews!

posted Jul 11, 2019, 10:20 AM by Locsmiths Translations   [ updated Jul 11, 2019, 10:20 AM ]

It's been a while since we last posted anything here, but 2018 and 2019 have been nuts! We've been working on some real monster projects, all of them "the largest ever" from the respective studios, so time for chit chat is pretty scarce!

To celebrate, just gonna post a few review snippets from The Division 2, and congrats to all involved in yet another spectacular localization experience!


https://www.meups4.com.br/analises/analise-the-division-2-vale-a-pena/
[]Dublagem excelente[]
Excellent dubbing

https://manualdosgames.com/analise-tom-clancys-the-division-2/
[]Áudio impressionante[]
The dubbing is excellent

https://www.ultimaficha.com.br/2019/03/20/analise-the-division-2-e-o-que-o-1-deveria-ter-sido/
[]Bem acima da média[]
Localization well above average

https://www.sharkiando.com/analise/an-lise-the-division-2
[]Dublagem muito boa[]
Very good dubbing

http://www.88milhas.com.br/game-analise-the-division-2
[]Um show à parte[]
The localization is on another level.

https://www.youtube.com/watch?v=IsFelOWsBZ0
[]Dublagem excelente[]
Superior dubbing work

https://www.lendagames.com/2019/05/21/review-the-division-2/
[]localização completa e com excelente qualidade[]
Full localization with top quality

8 Years of Plants vs Zombies

posted Jan 10, 2018, 5:14 AM by Locsmiths Translations

On this date, 8 years ago, we started to work on probably the longest franchise localization we ever did (besides sports games). Here's a toast to the incredible team that has been busting brain cells to come up with the amazing culturalized jokes, puns, plant and zombie names, that made this game so loved in portuguese.

Plant or Zombie, here's to 8 more years!


Merry Christmas and Happy New Year!

posted Dec 21, 2017, 7:56 AM by Locsmiths Translations   [ updated Dec 21, 2017, 7:58 AM ]

Are the wishes of The Locsmiths from Earth 1 to the whole multiverse! :D


Whining is caring

posted Oct 25, 2017, 6:28 AM by Locsmiths Translations

Last weekend we got a visit from an old friend and now successful game developer, to whom I haven't spoken in years. He got hold of our company over LinkedIN and he wanted to know if we could do some 3.000 words for the next day. Considering we never worked in his product and he didn't even have any reference kit prepared, I asked for 3 days. One to get familiar with it and prepare a proper kit, one to translate and a morning to get it review. He was stunned. The game already had some 60.000 words of content, with monthly 3 to 5k updates, usually done by his current localization vendor in 24h. And he had never received any other reply from his vendor than "OK!".

The conversation developed into him sending the update to the usual vendor, while Locsmiths would do some spot checking and check the current content database. While the linguistics were OK-ish, the text was a total chaos and mayhem regarding terminology, capitalization, etc. Clearly had been made by several different translators along the time and without any references or glossary support. He was stunned again. He had never heard of "shotgun approach loc" (when vendors send the request to the database and first to reply gets the job). He had never heard that a good baseline for EN>PT production is around 2500 words per day. He had never heard that you can create Termbases in CAT tools and have the project consistent term-wise if you spend time making a decent project, for instance on memoQ. He instantly assumed the vendor would care so much about his product as he does. Saying OK to everything is NOT OK! If your vendor always says OK, be very afraid.

So, now he knows how things work and is stuck with a 60.000 pile of hog-wash that he can't afford to update, as the game is about to be discontinued. Sure, he was happy to send 5.000 words on a Friday and get them back on Monday morning. He never actually needed that fast, he just thought it was the norm since no one told him otherwise and he had read it somewhere online "up to 10.000 per day". But I bet the players who played his game weren't happy trying to find Gear (cogwheels as it was translated) when in fact Gear in the game just refers to pieces of equipment. Sad story ends here, Locsmiths is already handling the new game for him.

I never cease to be amazed about the "fear" or "yes, sir" policies that are jammed between developer/producer and the localization process. "Accept everything", "Follow the instructions blindlessly", "Never question", etc, etc. Does this really help the developers/producers? Is this really what you want from your localization partner?

Does this mean localization has to be a tug-of-war between provider and requester? Of course not! But also doesn't mean the developer/producer is always right, always sure about what they want/need, or even confident it will all work out as they think. So, to discuss, is to care. Is to care about your work, is to care about the original product, is to care about the localized product. We just want to be able to do our job the best we can and the biggest gainer on that equation is you, Mr. Developer/Publisher. They say "don't trust a bald barber", we say "don't trust a Yes Man vendor".

Bruno Dias

LocJAM is coming!

posted Apr 3, 2017, 1:06 PM by Locsmiths Translations

Competition begins Saturday April the 15th 2017 at 00:01 and ends Sunday April the 30th at 23:59 (Greenwich Mean Time). The text to be translated and a submission form will be published on this website and will be freely accessible until the end of the contest. No advance registration is required.

Go to locjam.org to check it out!

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