Rambling thoughts on videogame localization, translation challenges, and working with a team


As you can see, I'm redesigning the site and rethinking our communication in general. If you have experience in B2B marketing and possibly gaming/game localization, please give me a shout and let's draft the course together


This past 5th of May, Super Rude Bear Resurrection was launched on PS4 and PC, with great reviews. For the first time, on top of doing the Italian translation, I coordinated all the others (French, German, Spanish, Portuguese-Brazil, Russian, Polish). It was a great experience, with a few lessons I'd love to share soon.


LocJAM is the first and largest game jam for videogame translators and the last edition ended this past April, with over 400 participants from all over the world. Creating and managing the event for four years has been great and there are a few perspectives I'd love to share.

Until then, you can find all the details on the official LocJAM.org site or -even better- follow the IGDA Localization group on Facebook. We post all updates there and, with almost 3000 active members, there's always something interesting to read.


This past February I attended my first Game Developers conference. I saw quite a few brilliant talks, covering everything from Final Fantasy dialects, to Sony's internal tools to Chinese localization horror stories. I also had the chance to co-host our first game localization round table, with an even larger range of localization topics. I really look forward to organizing more in the future!


Craft your videogames into videogiochi with GLOC

It's dangerous to go alone! Here is some useful guidance for your localization adventures

Conferences and presentations

A curated list of materials from the conferences and presentations we attended over the years

How do you build the right website for a videogame translator?

An ongoing collection of thoughts about how to reshape my online presence. Might include useful ideas for others

How we built a solid translation test... from a simple Nintendo DS game

A quick look on how we built a solid entrance test for videogame translators, learned from it and then stopped running tests altogether

Localization conferences at GDC2017

A quick summary of all localization-related conferences at the Games Developers Conference 2017, featuring Final Fantasy, management tools and Chinese challenges

IGDA Localization SIG Roundtable 2017: how was it?

A quick summary of how the localization roundtable at GDC 2017 went, with the main points of discussion and some behind-the-scenes perspective

Team translations: many hands make for light words

A quick overview of how we share work in our virtual-online based team

Dear Esther, the ghost in the (game) machine

The old father of "walking simulators" still has a few things to teach about player immersion and creative translation

I switched from Wordpress to PicoCMS. How did that go?

How getting back to basics made me want to blog again

Translating Ether One

In a game about memory, the first challenge is making the past come alive

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