Good summary. except for excel: - We automatically compiled text from script code into a separate loca database. - This was then exported to excel, which nearly broke the process. - Why? Because excel cannot be Diff'ed. With large changes, checking those takes a lot of time.
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Yes to the Excel thing. Actually, if you’re exchanging files, you’re doing it wrong. There are fantastic solutions out there to facilitate localization between developers and translators. I’ve used Smartly to great success. Also most of the article doesn’t solely apply to games.
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