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Practical Game Design

You're reading from   Practical Game Design Learn the art of game design through applicable skills and cutting-edge insights

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Product type Paperback
Published in Apr 2018
Publisher Packt
ISBN-13 9781787121799
Length 476 pages
Edition 1st Edition
Concepts
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Authors (2):
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Ennio De Nucci Ennio De Nucci
Author Profile Icon Ennio De Nucci
Ennio De Nucci
Adam Kramarzewski Adam Kramarzewski
Author Profile Icon Adam Kramarzewski
Adam Kramarzewski
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Toc

Table of Contents (17) Chapters Close

Preface 1. Introducing the Game Production Process FREE CHAPTER 2. Game Concept 3. Scoping a Game Project 4. Design Documentation 5. Adaptation of Mechanics 6. Invention of Mechanics 7. Prototyping 8. Games and Stories 9. Level Design 10. Characters 11. User Interface and User Experience 12. Accessibility 13. Balancing 14. The Final 10% 15. Games As a Service 16. Other Books You May Enjoy

Localization


The term localization was introduced back in Chapter 11, User Interface and User Experience, when we spoke about putting text labels under your UI elements and ensuring they do not break when translated into different languages.

In the western markets, the long-dominant practice, and often a requirement posed by the publisher, was to support the EFIGS language group (English, French, Italian, German, and Spanish). Recently, in the more globalized era of digital distribution, the western publishers often find themselves expanding the default group, with Japanese, Korean, Chinese, Russian, and Brazilian Portuguese being the most common additions. The inclusion of new alphabets and directions of text flow is something that can pose big UI challenges for those who are unprepared.

Language aside, localization goes above and beyond swapping texts and voiceovers. New markets unlock access to new audiences with different expectations, spending behaviors, pop-culture references, traditions...

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