<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Localization on Michał Kaczyński</title><link>https://personal.quack.world/categories/localization/</link><description>Recent content in Localization on Michał Kaczyński</description><generator>Hugo</generator><language>en-GB</language><lastBuildDate>Fri, 25 Sep 2026 17:33:10 +0200</lastBuildDate><atom:link href="https://personal.quack.world/categories/localization/index.xml" rel="self" type="application/rss+xml"/><item><title>Overreacting, Part 2: Designing reactive dialogue for Polish grammar</title><link>https://personal.quack.world/localization/kenshi-technical-systems/</link><pubDate>Wed, 23 Sep 2026 21:10:06 +0200</pubDate><guid>https://personal.quack.world/localization/kenshi-technical-systems/</guid><description>&lt;h2 id="more-than-a-variable-actually"&gt;More than a variable, actually&lt;/h2&gt;&#10;&lt;p&gt;A typical game variable might simply return a number, a skill or item name, or another stored value. Kenshi&amp;rsquo;s variables are named &lt;em&gt;word swaps&lt;/em&gt;, and can either be a simple number or one of several pieces of text depending on one or more in-game conditions.&lt;/p&gt;&#10;&lt;p&gt;This makes them considerably more interesting (and problematic) from a localization perspective.&lt;/p&gt;&#10;&lt;p&gt;From where I&amp;rsquo;m sitting, here&amp;rsquo;s the set of gotchas Kenshi has in store for us:&lt;/p&gt;</description></item><item><title>Localization History</title><link>https://personal.quack.world/localization/history/</link><pubDate>Tue, 01 Sep 2026 21:10:06 +0200</pubDate><guid>https://personal.quack.world/localization/history/</guid><description>&lt;p&gt;A freelancer&amp;rsquo;s work is a series of overlapping, often long-running collaborations, so periods below are not strict employment blocks. Rather, they emphasise points when a particular kind of work became important.&lt;/p&gt;&#10;&lt;h2 id="20042008--technical-foundations"&gt;2004–2008 · Technical foundations&lt;/h2&gt;&#10;&lt;p&gt;I started with manuals, web content, press releases, and promotional material for a PC hardware manufacturer.&lt;/p&gt;&#10;&lt;p&gt;From 2008, work through SDL expanded that into large software and support projects, including PayPal web and knowledge-base content, Autodesk, SolidWorks and Adobe software, and technical material for HP and Intel.&lt;/p&gt;</description></item><item><title>Localization Showcase</title><link>https://personal.quack.world/localization/showcase/</link><pubDate>Tue, 01 Sep 2026 21:10:06 +0200</pubDate><guid>https://personal.quack.world/localization/showcase/</guid><description>&lt;p&gt;/n&lt;/p&gt;&#10;&lt;p&gt;Translation samples from the first Kenshi, completed in a single day for a translation test. They are not representative of the stylistic, character-voice, or translation choices made for the sequel.&lt;/p&gt;&#10;&lt;p&gt;Download the &lt;a href="https://personal.quack.world/showcase/localization-showcase.xml"&gt;XML package&lt;/a&gt; here.&lt;/p&gt;&#10;&#10;&lt;article class="comparison" id="fictional-terminology"&gt;&#10; &#10; &lt;header&gt;&#10; &#10; &lt;h2&gt;&lt;a href="#fictional-terminology"&gt;Making fictional terminology sound believable&lt;/a&gt;&lt;/h2&gt;&#10; &lt;/header&gt;&#10; &#10; &#10; &lt;div class="comparison__notes"&gt;&#10; &lt;p&gt;&lt;strong&gt;Rationale&lt;/strong&gt;Catcrawlers is deliberately written as a game whose rules the player is not meant to understand. The terms are intentionally nonsensical. I&amp;#39;ve mirrored the approach, creating equally nonsensical terms, spoken with the confidence, cadence and rhyme typical of a Polish street hustler.&lt;/p&gt;</description></item><item><title>Overreacting, Part 1: Localization compromises in reactive dialogues</title><link>https://personal.quack.world/localization/kenshi-technical-localization/</link><pubDate>Tue, 01 Sep 2026 21:10:06 +0200</pubDate><guid>https://personal.quack.world/localization/kenshi-technical-localization/</guid><description>&lt;h2 id="a-game-that-hates-you"&gt;A game that hates you&lt;/h2&gt;&#10;&lt;p&gt;&lt;a href="https://store.steampowered.com/app/233860/Kenshi/"&gt;Kenshi&lt;/a&gt; is jokingly described by its creators as a game that hates you. It places you in a brutal, unforgiving world, and mercilessly beats you down time and time again. If you manage to stay alive and uneaten — these are separate concerns, by the way — you can do anything you damn well please. And if it pleases you to explore, the game will reward you with deep, thoughtful lore. That freedom, and the hostility wrapped around it, have earned Kenshi a cult following.&lt;/p&gt;</description></item></channel></rss>