Local heroes take Japanese video games to the world (Japan Times)
Although it's sad (but true) this article begins with the words "Japan may not be the all-conquering video-game powerhouse it once was," it's a nice profile of both my company, AltJapan Co., Ltd., and several other localization industry players. Thanks to the Japan Times for the coverage!
I don't talk much about games here because I like to at least try and keep my professional and personal lives separate, but it's hard to believe its been well over a decade since Hiroko and I started translating video games professionally. Today "localization" is a buzzword. It's a given that video games need to be carefully translated and re-written to match their local audiences. I run into young college grads who enthuse about getting into it as a career all the time.
But just ten years back, you could practically count the number of people who even knew what the word "localization" meant on two hands. Only a handful of people actually specialized in it full-time. It was a sort of Wild West, with everyone from producers to freelancers making the rules and conventions up as they went along. The luckiest worked in-house at big game companies; my college buddy Alex Smith was one, and his tales of work at Squaresoft (now Square-Enix) inspired me to get off my duff at the Patent and Trademark Office, where I was working as a technical translator, and take the plunge into games.
Hiroko and I finally got our chance in 1998, introduced to a client by mutual friend and anime-translation legend Michael House. It was a cult-hit platformer ("platform game" being the term for Super Mario-style side-scrolling action game) by the name of Silhouette Mirage, published in the US by the late, lamented Working Designs. (This link represents the first time I've ever actually laid eyes on the finished product!)
Hiroko and I were living in Washington DC at the time, and actually printed out the code on the trusty old dot matrix printer, wrote out translations in longhand while eating at the local pizza parlor, and then inputted the English back into the master file back at home. Today, Excel is pretty much the industry standard for localization files, and you go for pizza after you're done working for the day. How times change.
We'd go on to work on Lunar: Silver Star Story for WD and then a whole host of other titles for various agencies before deciding to found our own company. We hired an attorney to file the paperwork, commissioned a logo from my pal Alen Yen, and printed up business cards. That was back in 2001. Talk about a Space Odyssey of sorts.
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