Meet Pink Noise at Gamescom 2017
From August 22nd to 24th, Pink Noise will be at the Koelnmesse international trade fair and exhibition center in Cologne, Germany.
Gamescom attacts more than 300,000 people from all over the world each year. This year, German Chancellor, Angela Merkel, will open the exhibition that brings players, distributors, developers, service providers together.
AAA Game Localization buyers chose Pink Noise for reaching new markets, relying on the project management, audio localization and translation process maturity, proven in the last 2 decades.
If you need help in getting into new markets, want to discuss localization approaches and strategies, do not doubt to contact us at:
More information Gamescom 2017 here.
Pink Noise will be in San Francisco during GDC and Games Connection.
Don’t doubt to meet with us to discuss options to reach new markets with your games!
This crazy week from 27th February to 3rd March 2017 is always full of interesting contacts, reencounters, crazy parties, lots of learning and fun.
We liked this article about meeting and preparing for GDC. Not really recent, but contains very good tips 🙂
Looking forward to meet.
Don’t doubt to contact us!
Pink Noise was present at Localization World- Tokyo 2016.
Our colleagues Alejandro Gutiérrez Lizardi and Víctor Alonso Lion presented at the Game Localization Round Table.
The round table is wonderful opportunity for clients and service providers to share and provide insight on new strategies, ideas and processes that affect the challenging game localization industry.
Pink Noise continues to increase its presence in the Spanish Speaking markets and showcased some of the original customized initiatives that helped clients succeed in the different regions targeted.
“MAU, DAU, ARPPU, ARPU”
This is not baby talk, nor this is a coded message :-):
“The number of unique users of a game for a given day (DAU – Daily Active Users) or a month (MAU-Monthly Active Users) needs to be considered by game developers. The higher the number the better of course.
But an even more important figure is the ARPU (Average Revenue per User) and specially the ARPPU (Average Revenue Per Paying User).
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Some countries in Latin America are considered nowadays emerging markets and the video game industry is wisely redefining its marketing strategy in order to reach a potential new audience of millions through localization. But how? Obviously, this huge area is very heterogeneous so can the European Spanish be used for all territories? Or, as opposed to that, is a country-specific version required? Well, as usual, virtue lies in the middle ground.
Let’s have in mind that all products, in order to be successful, need to find a balance between budget and the scope as regards target localized versions since localization implies a cost for the publisher. This may be significant when several languages are involved. Addressing all Spanish-speaking American territories with a so-called Latin American version is an efficient way to reach a vast audience while keeping localization costs within reasonable limits.
In fact, this is the approach that most key companies are following for video game localization nowadays – games as important as League of Legends, Fable, and many other AAA titles reach Spanish-speaking audiences both sides of the Atlantic with just two versions: European Spanish and Latin American Spanish.
Still, besides the fact that this has proven to be a good approach with excellent ROI so far, we cannot disregard the key factor – target user satisfaction. In this sense, and to make things easier for everyone, this one-Latin American version for all Spanish-speaking American territories has a long tradition in TV and movies. Why not taking advantage of an existing solid and successful approach and implement it for the most demanding and exciting localization: Video games!
All things considered, they –the public in Latin America– are the ones to decide, and they say yes.
Soon we will be posting more information on Latin American Spanish localization related to translation or dubbing constraints so stay tuned!