
About the Panel
Game developers and localizers will discuss what helps immersion and what breaks it when the game is localized. What must be lost in translation, and what should be created anew. We will see how different workflows between developers and localization team can influence the players’ experience.
Panelists
Vladimir Konoplitsky, Ramón Méndez, Eric Holweck, Ash Tregay
Ash Tregay
Producer at Rebellion for Evil Genius 2: World Domination. Previously a Development Manager at IBM on all manner of far less narratively interesting software.
Eric Holweck
Translator of more than 25 years experience working on games and novels. Working almost exclusively on computer games since 2000, as a translator or project manager. Experienced in games from every genre, with a focus on RPG's and MMORPG's. French team leader for Riotloc. Selected titles include Divinity: Original Sin 2, TES: Morrowind, TES: Skyrim, Lord of the Rings Online, Star Wars: Knights of the Old Republic.
Ramón Méndez
Working in the video game industry as a translator, interpreter, and editor since 2003. He has more than 30 awards and nominations for his localization work. Teacher at the University of Vigo, where he created the Specialized Degree in Translation for the Video Game Industry. Author of six books and several academic papers to date. Spanish team leader for Riotloc. Selected titles include The Witcher 3: Wild Hunt, Far Cry 4, Cuphead, Octopath Traveler, Return of The Obra Dinn, Divinity: Original Sin 1 & 2.
Vladimir Konoplitsky
Translator, editor and project manager in video games since 2008. Specialist in QA and localization tools. Team leader and a humble overmind at the localization studio Riotloc. Organizer of the localization workshops, and game development hackathons like Global Game Jam. Selected titles include Pillars of Eternity, Tyranny, Divinity: Original Sin 2.
