Deliberate game-making choices, on-screen language, and translation

Abstract This article offers insights resulting from an interview with the Studio Art Director at Ustwo Games, David Fernández Huerta. We discuss artistic vision and graphic design considerations pertinent to diegetic writings in games as a case in point. In Cognitive Translation Studies, On-Screen Language is a multifaceted framework for the analysis of digital games and other audiovisual media that aspires to map the various functional, cognitive, and technical dimensions of visual-verbal coding of messages. It seeks to facilitate translation product and process research, and possibly feed into translatorial practice. Based on the conversation, the article proposes to unpack these notions through a perspective grounded in relevant literature, and so it becomes an example of collaboration between an Industry agent and representatives of Academia. The interview was semi-structured and is presented here in an abridged format, slightly edited for clarity and brevity.

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Publication Details

Journal
Digital Translation
Published
2025-10-13
DOI
https://doi.org/10.1075/dt.25026.hej
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Deliberate game-making choices, on-screen language, and translation

Krzysztof Hejduk, Mikołaj Deckert
Digital Translation
Digital Games and Media
article

Deliberate game-making choices, on-screen language, and translation

Krzysztof Hejduk, Mikołaj Deckert
article en

Abstract

Abstract This article offers insights resulting from an interview with the Studio Art Director at Ustwo Games, David Fernández Huerta. We discuss artistic vision and graphic design considerations pertinent to diegetic writings in games as a case in point. In Cognitive Translation Studies, On-Screen Language is a multifaceted framework for the analysis of digital games and other audiovisual media that aspires to map the various functional, cognitive, and technical dimensions of visual-verbal coding of messages. It seeks to facilitate translation product and process research, and possibly feed into translatorial practice. Based on the conversation, the article proposes to unpack these notions through a perspective grounded in relevant literature, and so it becomes an example of collaboration between an Industry agent and representatives of Academia. The interview was semi-structured and is presented here in an abridged format, slightly edited for clarity and brevity.

Digital TranslationVol. 13(1)
University of Łódź (PL), Université Laval (CA)
Openalex Percentile: Top 62%
Digital Games and Media
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