Our experience with crowdsourcing translations
When we developed Awesomenauts for console, we had the benefit of working with a publisher that helped us with QA (Quality Assurance, also known as testing) and translations. However, on PC we have self-published Awesomenauts, and that means that we had to take care of these things ourselves. Being low on budget and time, we decided to take the more radical route: we crowdsourced large parts of both. For those who don't know the term: crowdsourcing means asking the public to help you, outsourcing to the crowd . So we did a beta where people could play the game before launch, and tell us if they found any bugs. And we asked players to help us translate all the new texts to German, Italian, Spanish and French. Since crowdsourcing is such a hot topic these days, I figured it would be interesting to share our experience with the translations. At first, I was quite reluctant about letting players do translations. Despite our budgetary problems a few months ago, I was in favour of payin...