We all know that human input is still invaluable when reviewing localized content. But with ever-improving localization technologies, where does a manual approach to auditing matter most?
The ongoing coronavirus outbreak has been affecting the way businesses and individuals work. What does it mean for the localization industry?
To better illustrate where the localization teams sit within the customer organization, we came up with the Nimdzi Planetary Model.
In this episode of Globally Speaking recorded live at LocWorld in San Jose, we chat with Patrick McLoughlin, Manager of Localization at Eventbrite, about his localization experience in both a large, global corporation and a growing startup. He talks about how he created order out of a chaotic loc program and how he grew his team using internal resources. Plus, learn how Patrick is getting loc buy-in from other departments such as content and product development and connecting the loc program’s success to their metrics.
In this episode of Globally Speaking, we invited Dede Szykier, IT Program Manager at Gap, Inc., to discuss how language issues are only one part of global retail, how important global inventory teams are to global retail and how none of it is possible without (loads of) technology. You can also hear about how Gap is a ‘sizing democracy’ and what sizing has to do with localization.
In last week’s Nimdzi’s Finger Food post, we discussed the Games as a Service business model in the game industry. We’re talking about games that are alive and in continuous development, engaging the gamer community through different strategies, such as season passes, subscriptions or microtransactions.
Turn around, and look at how many text updates you can see... One of the main pains challenges of game localization projects is to handle the avalanche of daily text updates that come with the localization of certain games. These requests are becoming more and more common. Particularly, for those games that fall under the GaaS (Games as a Service) model or live games. These are different from the traditional model of Games as a Product or one-time-purchase games.