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At GDC 2014, Gone Home programmer Johnnemann Nordhagen reveals how the four-person indie dev team enabled, supported, and encouraged fan-made translations for the game to broaden its reach.
February 4, 2015
Tailoring your game to meet the needs of players in far-flung regions can give you a meaningful edge in the market, especially if you're an indie developer.
Unfortunately, the cost of localization can be especially burdensome for small indie teams.
Of course, the award-winning Gone Home was an indie title developed by four people with almost no budget. So how did it get localized to more than ten languages, from Czech to Esperanto?
At GDC 2014, Gone Home programmer Johnnemann Nordhagen revealed how the dev team enabled, supported, and encouraged fan-made translations for the game.
"Crowdsourcing the Localization of Gone Home" (embedded above) proved to be an excellent, informative talk, and now you can watch it right here for free on the GDC Vault.
In addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.
Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.
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