Podcast: Interview with Pablo Muñoz Sánchez on software and video game localization 3

Here’s a new ProZ.com podcast. These podcasts are designed to provide an opportunity to hear the week’s news, highlights of site features, interviews with translators and others in the industry, and to have some fun (see announcement).

Last week the 4th International Media for All Conference – Audiovisual Translation: Taking Stock was held in London so I interviewed ProZ.com member Pablo Muñoz Sánchez to talk about this event and to learn more about his experience as a translator specializing in software and video game localization.

In this interview Pablo explains the benefits of specializing and how he decided on his areas of specialization. He talks about current trends in the video game localization industry such as fansub and audio description. After describing the current scenario for translators working on software and video game localization, Pablo provides some advice for those aspiring translators willing to specialize in video game and software localization. 

You can listen to the interview in English here and in Spanish here.

I hope you enjoy this interview. You can read more about Pablo’s thoughts and comments on software and video game localization in his blog in Spanish “Algo más que traducir“.

Feedback and comments are welcome. You can reach me at romina at proz.com or via Twitter @ProZcom .

To listen to previous podcasts, check the podcasts tab in this blog.

Stay tuned for next Friday’s podcast.



  1. Pingback: Entrevista para ProZ.com | Algo más que traducir

  2. I was there too and it was an amazing experience!! Especially for me, as I was presenting a paper (I was very nervous, to be honest). I encourage everybody to attend Conferences like that, as you can not only learn a lot of interesting points of view and what people talks about or researches about, but also meet very important people in the industry 🙂 It’s like going to the Oscars!!

    I will definitely go to the next one in Croatia in 2013.


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