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LocSIG Elections 2017
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What is the process for SIG elections?


Please read the candidate statements, the rules and vote using the form below



Here are the statements for the Localization SIG steering committee election 2017 (in randomized order)


Adolfo Gómez-Urda Montijano

I would mainly be interested in knowledge sharing from a developer's point of view.
I have localized over 50 different titles for 3 different publishing companies and worked with over 40 different development studios. In most projects, I have had to completely reshape the localization pipeline to ensure localization is done as smoothly and efficiently as possible, while ensuring a localized product of the highest quality possible. With an academic and professional background in translation, one of my main goals is to make translators' life easier.
Currently at Warner Bros. Montreal, I have previously worked for Ubisoft and THQ. Although my official title is Senior Localization Manager, my tasks and responsibilities are a nice mixture of those normally carried out by a localization project manager, a localization programmer, a localization engineer, and a localization producer.
Over the course of the last 12 years, I have developed a series of localization tools to automate localization asset integration and validation as much as possible. I have given some talks about these tools in past localization events:
Multilingual gave me the opportunity to write about one of the tools I created to eradicate font character corruption in video games:
I believe I have a great amount of invaluable knowledge to share that will help video game translators understand how their text is ingested and integrated into the localized versions of the game.


Simone Crosignani

March 2017. Game Developers Conference. In one of the more secluded rooms of the Moscone Center, 40 attendees are talking about game localization. Localization managers of AAA publishers, translators, localization agencies reps, audio managers and even some indie devs looking for advice for their debut title. The conversation runs smooth and the 60 minutes GDC has allocated to the group go by quickly. Once out of the room, everybody asks when the next similar meeting will take place.

There. That was the moment when I understood I’d love to keep working with/for the SIG, to continue arrange meetings, roundtables and networking events for the localization enthusiasts. Not once a year and not only in the US, but in Cologne, Tokyo and everywhere the game localization crowd gather. One of the volunteering jobs I’ve been performing for years is organizing the Game Localization Round Table, a biannual meeting held in conjunction with Localization World, the most important conference dedicated to the language and localization industries. It’s a great event, but there’s absolutely the need for a larger amount of networking occasions during the year, with a broader range of attendees. And at affordable prices, if not for free. In the last years the SIG has successfully completed the transition from a mailing list to a Facebook group with news, polls and daily conversations among its 3.000 members. Nowadays it’s THE online gathering place for game localization fans. Arranging large meetings offline is more challenging, but if there’s one group who can make it happen, it’s our SIG.

Another neglected effort the SIG should tackle in my opinion is the game credits one. In a nutshell, a large amount of translators, PMs and localization professionals still don’t get credited in the games they’ve worked on. This is honestly unacceptable in 2017. The odds of changing the situation aren’t in our favor, but it’s worth trying.

A few words about myself. I started writing game reviews in the early nineties; first game translation followed shortly thereafter; I moved to the public relations department of Sony Computer Entertainment before joining Binari Sonori (now part of Keywords Studios), in 2006; last year I joined independent game localization company Jinglebell Localization. I’ve been a member of the Localization SIG since day one and joined the SIG Steering Committee In 2013.

Thank you for taking the time to read this. :)


Anthony Teixeira

One important thing I learned during the previous term is that small and concrete actions beat big but unrealistic ideas. We are a tiny team of busy volunteers, and the best way to move towards our greater goals is to proceed in small steps.

Since joining the LocSIG early last year, I managed to contribute in various ways: I’ve given our newsletter a fresh start, helped the community through different channels (workshops, webinars, presentations at conferences, various articles...), and been increasingly involved in organizing the LocJAM, probably our biggest source of growth at the moment. These may sound like small things taken separately, but put together, I believe they helped make a difference.

For the new term, my objective is to build on this foundation to help the LocSIG develop further. Concretely, besides a renewed push to promote localization good practices, I plan to organize more events: a successor to the LocJAM (if not in name, at least in spirit) and a worldwide, non-competitive event where people gather offline and localize a game together within a short time frame. In my experience, such meetups are incredibly effective at getting the word out among translators and developers altogether.
No rhetoric here, as I’m already taking action: I have started building a library of localizable games (written in English or Japanese) that could fit both concepts, and acquired the necessary knowledge to manage the organization and coordination of such events.

The only thing I need to bring these concepts to life is a little spark, which I hope you will give me. Whatever the future holds, I will keep doing everything I can to support our amazing community.


Serge Gladkoff

I love electronic entertainment industry, and I have spent quite a good deal of my time in public projects advancing localization industry. I do believe that this particular committee has great potential which is not yet fully implemented. I am thinking of ways to extend the bandwidth of the committee, generate more of interesting content and do more of exciting projects. We need to get into the hearts of talented people and united we stand to do great things and make the tide that will raise all ships! This committee achieved a lot, but even more to come!

Alain Dellepiane

"Everyone is a volunteer... until there's work to do" is my favorite quote of the year.

Because in a volunteer association like ours, what really matters is the energy and will of its members. Prestige and reputation don't make a difference if you never get down and do something for the group.

During these past four years, some of my initiatives have been successful (the LocJAM, the newsletter), some haven't (the shared glossary, the purchase guide) but I never stopped trying.

That's what I would like to do for the next two years: trying new initiatives and supporting those around me.

That's who I am but, most importantly, that's what I do.

Tion "VAGABOND" Bruton 

I would love to be member of the IGDA Localization Special Interest Group’s Steering Committee because localization is my passion and I want to gain new experiences and grow as localizer.

If I am selected as a committee member, my goals for the LocSIG are to help promote awareness of the group, localization in the game industry, and improve localization practices.

I actively share localization related news / content, most which have been featured in recent LocSIG newsletters, engage with other fellow members in discussing localization theories and practices, and consult / give tips to members about localizing indie games in Asian markets.

My personal philosophy on localization is it is very important to convey the developers’ intent, emotions, nuances, etc. in order for other fans / audiences can enjoy and experience the content in the same way as the native region’s audience experienced it.

My background in the game industry includes working as a localization expert, business developer, and QA Tester for indie game publishers (CIRCLE ENTERTAINMENT LTD, SONY SANTA MONICA, SEGA, ATLUS to name a few) freelance translator, licensed NINTENDO indie developer, and social media community manager (INDIECADE).

I hope my skills and experience will be of use to the committee. Thank you so much for your time consideration !

Belén Agulló García

I would like to help IGDA foster the training and education on game localization. Nowadays, there is a lack on the offer of game localization training all over the world, after the research I carried on. To start, I would like to promote workshops held by professionals in the different countries, especially in Europe, USA, Latin America (Mexico, Argentina, Brazil) and China/Japan/South Korea, because these are the most powerful languages (following LocJAM success, but without the contest, just the training). I believe that both freelance professionals interested in promoting themselves and companies that I know (such as Blizzard, Riot, Epic Games, etc.) might be interested in volunteering for this purpose. Also, universities are eager to host events promoting game localization because there is a huge interest among students. That would be just the first step. My actual goal after some feedback from these first initiatives would be to create an online course/master on game localization so that everybody around the world could sign in. In this course, I would like professionals, both from companies and academia, to participate as content creators and trainers. Also, it would be great if important game companies would be willing to start an internship program for game localizers. Only the best students could access the program. That would boost the popularity and interest on this initiative. I have been working in game loc for 6 years now and right now I am switching my career towards university (starting a PhD this year), so I hope that my experience in both areas will serve to make the most out of this opportunity.

Laura Gutierrez
On the past four years I have been researching about localization practices and interviewing CEOs in the gaming industry about what drives their localization decisions. I have been also writing a few articles on the blog of WordNerd about the impact of good and bad practices on player reviews of mobile games. I want to help game developers understand localization, from its basic technical implementation to problems that could arise much later on, to preventing issues that happen in Unity or with Google Spreadsheets, and then advice them on the best practices in a way that it makes sense to them, for smaller indie budgets to bigger AAA budgets. I want to break the breach that exists between developers and translators and bring them together through specific actions:

1. More blog posts about localization technical issues.
2. More studies about the impact of localization on players backed by real data from developers.
3. More publications about translator’s advice to developers for a specific target language.
4. More publications on how translators work (in the form of videos) and what their biggest challenges are.
5. More publications about players' opinions on good and bad localizations (video reviews).

By the nature of my work I am both in touch daily with multiple game developers and multiple game translators which is why I have a deep understanding of the issues experienced by both parties. I will work very hard towards my ambition of bringing developers and translators closer to understanding each others' work and challenges and ultimately serve global players better.


IGDA SIG Elections FAQ

After two years of activity, time has come to nominate a new steering committee. Elections will be scheduled as follows:

  • Members can present their candidature until the 15th of June 2017 using this form.
  • Voting happens from the 16th to the 31st of June 2017 .
  • Results and new steering committee announced after the 10th of July 2017 
Here is a brief FAQ on the process, meant as a companion resource to the SIG Reference Manual

How much time does a SIG leadership position require?

Approximately 2 - 3 hours per month. Meetings will be held online (with some potential meetings at conferences). The chair position may require additional time/responsibility as determined by the needs of the IGDA parent organization and the SIG.

How long are SIG leadership terms?

Two years.

How many members are there on the SIG steering committee?

Most SIGs will have five (5) steering committee members, including a chair, who is either elected by the SIG or elected by the steering committee, depending on the SIG's election format.

"The SIG shall have such other officers as the Steering Committee may deem necessary and such officers shall have the authority prescribed by the Committee. One person may hold more than one office."

How do I know if I'm eligible to vote?

In order to be eligible to vote, you must be an IGDA member as of the close of nominations.

Any IGDA member in good standing can nominate a candidate to SIG leadership.

How do I run for office?

Members are free to campaign as they desire, but all candidates will provide a 400 word (maximum) Candidate Statement that will be provided to the entire SIG at the close of nominations.

Candidate statements and Nomination applications are to be submitted using this form.


What is the process for SIG elections?

  • The SIG decides on its governance format (see below).
  • Nominations are held for steering committee members and/or SIG Chair, depending on the SIG's chosen format.
  • Voting opens! And remains open for two weeks.
  • Voting closes, and the results are announced.
  • Previous SIG leadership, if available, provides assistance transitioning with new leadership.

What if I still have questions?

Check the IGDA SIG Reference Manual. And if your answer isn't there, reach us on the facebook group or email



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