Reasons Translators Are Often Uncredited
Credit omission is a chronic problem plaguing the entire gaming industry, according to Nazih Fares, co-creator of the Game Crediting Guidelines by the International Game Developers Association (IGDA). Compared to other forms of entertainment media, he says, “the gaming industry is the only one with no universal and honored crediting system.” This lack of standardization mainly impacts outsourced game development areas with “notably big workforce verticals, such as quality assurance (QA), customer support, and of course localization.”
Without an honored crediting system, the inclusion of translators relies on smooth management on the part of LSPs and game publishers — something that isn’t always a reality. Lucile Danilov, Video Game Localization Specialist at the game localization website Loc’d and Loaded, believes that “this issue stems mostly from project owners (on both the client and LSP sides) being overworked and prioritizing translation deadlines, while not leaving enough time for ‘secondary’ considerations such as crediting.”
Administrative oversight aside, credit inclusion has also been used as a punishment and reward system in the gaming industry, according to an article by gaming website Kotaku entitled “How Game Companies Use Credits to Reward, or Punish, Developers.” Because video game development cycles can stretch for nearly a decade, there are natural team shifts as contributors pursue new opportunities. With that in mind, some companies choose to credit only the final development team at launch as a means to force employees into sticking around. As a result, past contributors are denied the chance to build up their portfolios and potentially secure better career opportunities. This system has become known as “gatekeeping.”
Some LSPs have also adopted the “gatekeeping” system. As Fares claims, these particular agencies fear talent poaching. They assume that, by disclosing their translators’ names, other LSPs could steal away their human resources with a more competitive offer. “While their mentality to ‘protect’ the contractors from being poached by a competitor sounds logical, it is inheritably a form of gatekeeping, stopping freelancers from growing their careers,” he explains.
Pushing for Better Crediting Practices
Efforts toward better crediting practices are only now gaining momentum. Three major forces are driving change across the game localization industry: the IGDA’s Game Crediting Guidelines, intellectual property (IP) law in some countries, and public pressure from translators, game news websites, and other interested parties.
IGDA Game Crediting Guidelines
The IGDA is the world’s largest nonprofit membership organization serving all individuals who create games. Their mission is “to support and empower game developers around the world in achieving fulfilling and sustainable careers,” as stated on their website. Among over 40 special interest groups (SIGs), the IGDA has established the Game Credits SIG and the Localization SIG.
The Game Credits SIG conducted a survey in which 83% of 582 respondents answered “unsure” or “no” when asked if their employer or client had a game credits policy. To address this gap, the SIG created official Game Crediting Guidelines, which aim to provide a clear set of rules and procedures that companies can implement readily. The idea is to rescue studios, publishers, and vendors who don’t have the bandwidth to build internal policies.
In March 2023, the SIG revamped its guidelines after extensive dialogue with all game development disciplines to improve crediting practices across the industry. The policy now includes an example use case specifically for localization: “[If] a localization vendor was hired by the Studio to handle all aspects of the in-game and out-of-game[,] all vendor staff and external subcontractors should be credited.”
Fares explains the document has become a tool for small-scale unions and associations to demand their rights. And with localization’s increasing importance in game development, translators can leverage it as much as any other discipline. However, as the vast majority of game translators are contractors under outsourcing companies, securing proper credit in the final product can still prove challenging. That’s because LSPs will need to handle communication with game development studios, which adds an extra step to ensuring translators’ contributions are acknowledged.
Intellectual Property Law
While the gaming industry has yet to implement a globally honored crediting system, translators turn to national IP laws to disclose project contributions without breaching copyright or confidentiality agreements. Tamara Morales, a Spanish video game localization specialist, shared some insights on how that works in Spain.
According to Spain’s 2012 Intellectual Property Act, translators are considered authors of derivative work. They hold the moral rights to “claim authorship of the work” and “determine whether such communication should be effected in his name, under a pseudonym or sign, or anonymously,” as stipulated in the Act. Although video games are not covered by name, their inclusion can be inferred under “any other audiovisual works whatsoever.”
Morales says, “As a Spanish translator with my business in Spanish territory, I have the right to disclose I am the author and to be recognized as such. And I cannot waive these rights under any foreign jurisdiction, contrary to what an NDA might state.” She has made it her mission to raise awareness of the Act, encouraging fellow Spanish translators “to overcome their fears and exercise their right whenever possible, because our law allows us to.”
Local legislation can be a powerful safeguard for translators, but there are limitations to consider. First, copyright laws vary significantly by country. Unlike Spain, some legal systems may not recognize translators as derivative authors with moral rights. Additionally, video games might not receive the same legal protections as traditional literature or other audiovisual works.
Uncredited projects also leave room for fake IP claims. Even if translators disclose their contribution under the protection of the law, that doesn’t stop non-abiding professionals from claiming authorship. When the localization staff isn’t identified on a publicly available screenshot or video, the word of a legitimate project contributor holds equal weight as that of a potential pretender. So, the existence of translators’ names on the credit roll remains one of the most effective ways to demonstrate their involvement.
Public Pressure
Fed up with miscrediting in the gaming and language industries, a translator collective created an account named Gameloc Gathering on Twitter (now X) in early 2021. Laura Cariola, a source within the group, confirmed they launched #TranslatorsInTheCredits to celebrate proper crediting and denounce omissions. Spreading organically within the localization community, the hashtag is now a growing movement reaching even gamers and the press.
The first time a large video game news website (Kotaku) reported translator miscrediting was probably in January 2023. At the time, Katrina Leonoudakis had just left Sega and her role as localization coordinator for Persona 3 Portable and Persona 4 Golden. In her goodbye email, she called for her colleagues to ensure the French, Italian, German, and Spanish (FIGS) translation teams were properly credited, but to no avail. Upon realizing translators had been left out of the credits, Leonoudakis — who is now a Localization Producer at Deluxe — exposed the story in a retweet that amassed over 2,000 likes. The repercussions prompted Keywords Studios (the LSP in charge) to respond and Sega to amend the credit roll with translators’ names.
This positive outcome for translators sparked additional call-outs. Another notable omission emerged with the release of Baldur’s Gate 3 in August 2023. The product’s localization was outsourced to multiple LSPs (Asmodee, Pole To Win, Riotloc, among others), and all language teams were credited with the exception of one: the Brazilian Portuguese team (Locsmiths) contracted by Altagram. Public outcry led to a comprehensive piece by the game news website Eurogamer entitled “Why are localisation workers regularly left out of game credits?” Larian Studios, the company behind Baldur’s Gate 3, demanded the full list of contributors and amended the credit roll weeks later, while Altagram released a statement committing to the IGDA’s Crediting Guidelines.
These two stories weren’t isolated cases. The news website Game Developer also reported translator miscrediting in Marvel’s Spider-Man 2, Skull & Bones, Star Wars: Jedi Survivor, and Warcraft Rumble in the past year alone. This pattern suggests that while some companies react to public pressure, the industry hasn’t implemented broader reforms to prevent miscrediting altogether.
Indeed, Danilov highlighted that, out of the six nominees for the 2023 Game of the Year category at the Game Awards (the world’s largest game award ceremony), only Baldur’s Gate 3 included translators’ names for all languages. Localization staff was left uncredited in Alan Wake 2, Marvel’s Spider Man 2, Resident Evil 4, Super Mario Bros. Wonder, and The Legend of Zelda: Tears of the Kingdom.
Progress Towards Translator Credits
However grim that may sound, there is cause for hope. As reported in the Video Game Localization Credits Survey, the majority of translators perceive positive changes compared to their early careers (see Figure 4).