{"id":18776,"date":"2020-03-09T00:00:00","date_gmt":"2020-03-08T23:00:00","guid":{"rendered":"https:\/\/altagramtest.jouwnet.nl\/5-ways-that-email-is-killing-your-game-localization-workflow\/"},"modified":"2023-08-17T14:13:15","modified_gmt":"2023-08-17T12:13:15","slug":"5-ways-that-email-is-killing-your-game-localization-workflow","status":"publish","type":"post","link":"https:\/\/altagram-test.nool.studio\/de\/5-ways-that-email-is-killing-your-game-localization-workflow\/","title":{"rendered":"5 Ways that Email is Killing your Game Localization Workflow"},"content":{"rendered":"\n

Email is great for one-on-one communication, but when you\u2019re coordinating multiple stakeholders, it can be a nightmare. And game localization <\/em>tends to involve many stakeholders, ranging from the project managers to the translators and on to the video game developers themselves.<\/p>\n\n\n\n

As anyone who has ever been through the process can tell you, video game localization is as much about organization and coordination as it is about translation and language.<\/strong> Centralized communication can be a game-changer in this context: it increases productivity, reduces redundancy, and helps everyone get their work done more effectively.<\/p>\n\n\n\n

Read on to see why.<\/p>\n\n\n\n

Email problem number 1: Information gets lost<\/h2>\n\n\n\n

Possibly the most annoying problem with emails is our tendency to CC everyone, just to be safe. That inevitably leads to some people NOT reading their emails\u2014because there are so many irrelevant and semi-relevant messages cluttering up their inbox.<\/p>\n\n\n\n

It\u2019s easy for someone to skip over the one message in the conversation that was actually important for them to read. And that can, of course, lead to potential chaos. Even if everyone is reading their messages, it\u2019s easy for details to get lost in strings of replies and back-and-forth discussions.<\/strong><\/p>\n\n\n\n

Email problem number 2: It\u2019s harder to integrate external stakeholders<\/h2>\n\n\n\n

If stakeholders from different companies are involved in the project, you might not want to share their emails with everyone on your team. Or, if you work with multiple freelance translators, you might need to keep their emails private to comply with the GDPR privacy regulations.<\/strong>No matter the reason, these types of considerations can make it hard to communicate.<\/p>\n\n\n\n

If you need to keep someone\u2019s email private, that person is essentially excluded from the email loop.<\/strong> You can forward emails to them, send them reports, and so on, but that is inefficient and creates extra work. They can\u2019t participate in the conversation, either, which means that their contact person will have to answer all their questions separately. If we\u2019re talking about several freelance translators, that can create an enormous and unnecessary workload.<\/p>\n\n\n\n

Email problem number 3: Sending localization files via email is an organizational nightmare<\/h2>\n\n\n\n

If you\u2019re sending game localization files back and forth by email, you\u2019re asking for trouble. It\u2019s essential that the localization managers start work on the correct file version, and if they are receiving the file by email, there\u2019s no way to confirm that their version is correct.<\/strong><\/p>\n\n\n\n

If someone sends out a last-minute email saying \u201cPlease disregard the file from 5 minutes ago, this is the correct file,\u201d it\u2019s all too easy for that message to go unnoticed until work has already begun.<\/p>\n\n\n\n

What\u2019s more, sending games localization files by email creates unnecessary, redundant work:<\/p>\n\n\n\n