version and original. The post-gold model allows the producers of a localization to access and play the fully completed game. Also, post-gold generally allows more time to work on and complete a thorough translation. Leading to fewer issues. This model is used commonly by Japanese AAA producers. But now, these companies are moving towards the sim-ship style. The other main model is "Sim-ship". This is when a localization is produced before the original game has been released. This method is more viable as games are prone to be pirated at release so there is a profit incentive to releasing this way. Though being crucial to maintain a good release window and leave games less prone to piracy, Sim-ship has its drawbacks. When localizing with this model, a completed game is unlikely to be ready. This results in a few risks for the continuity of the game. Since a lot of the crucial context and information needed may be missing. Most western games follow this model. There are two means to go about making a localization that follow one of each of these models. Either outsourced or in house. Most game companies in North America and Europe rely on outsourcing as a means of localization. This model is also popular in emerging video game markets such as Chile, Russia, and China. When outsourced, a company that specializes in producing localization is hired to undertake the process. An issue that arises with an outsourced localization is that the company lacks knowledge of the game, opposed to in house developers. A localization that arises from the lack of knowledge about the game is commonly known as a "blind localization." If a localization is outsourced, the developers will usually provide the outsourced company with a localization kit. A localization kit may contain elements such as general information about the project (including deadlines, contact information, software details), resources about the game itself (a walk-through, plot or character descriptions, cheat codes), reference materials (glossaries of terms used in the game world or used for the specific hardware), software (such as computer-aided translation tools), code, and the assets to be translated. Opposed to outsourcing. Companies may choose to localize in-house. This practice is common for Japanese developers, most notably Square Enix. When localized in house, the process is completely controlled by the original developers. Although it is common practice to hire freelance translators to work along side