Game localization
written to fit the box
A game is written in fragments: a button label, an item name, a tooltip, a line of dialogue. Each fragment has a space it must fit, a voice it must keep, and a build it must not break. Miss one of the three and the player sees it.
- Interface, items, quests and dialogue
- Written to the character limit
- Names and terms kept consistent throughout
- Placeholders and variables left intact
- Linguistic QA against a build
Get your quote
Send us your string files, an export, or just a description of the project, and we will reply with a fixed price.
Received!
Our team will get back to you very shortly.
Three constraints, all at once
The translation of a website or an app has to be accurate and readable. Game text has to be accurate, readable, and three other things simultaneously — and each of the three fails visibly, in front of the player, at the worst possible moment.
It has to fit
A button label, a tooltip, an item name, a quest log and the subtitles under a cutscene all have hard space limits, and languages do not run to the same length. German in particular runs long, and a compound noun does not get shorter because your button needs it to. So the translation is written to the box from the start rather than trimmed afterwards, because a line trimmed at the end is a line that lost whatever it was trying to say.
It has to read like the game
A character has a register, and keeps it. A running joke has to still be the same joke forty hours later. Invented vocabulary, place names, item names and ability names have to be the same word every time they appear, including in the three places nobody remembers they appear — the tooltip, the achievement and the patch note. That is a glossary problem before it is a writing problem, which is why we build the glossary before the bulk of the text is translated, not after somebody notices the sword has two names.
It has to survive the build
Game strings are full of variables, placeholders, tags and formatting codes, and they break if a translator moves them. Worse, they break quietly: gendered and plural forms fall apart the moment a name or a number is injected into a sentence that was only ever built for English grammar. Some of those strings cannot be fixed by translating them better — they have to be rewritten as strings, and we flag them rather than shipping something that reads as broken in four languages.
The only way to know a game reads properly is to see the text in the running game. That is what linguistic QA is for, and it is the step most often cut.
Happy to be of service,
Gabriel Brunner, Founder
What that means in practice
Four things we do differently on game text than on a document. None of them are optional if the result has to hold up on screen.
The glossary comes first
Item names, abilities, places, factions, invented words and each character’s register are agreed before the bulk translation starts — so consistency is a decision made once, not a correction made a thousand times.
Written to the limit
Give us the character count per string and we write inside it. Where a limit genuinely cannot be met without losing the meaning, you get the shortest honest version and a note, rather than a silent truncation.
Code stays code
Variables, placeholders, tags and formatting codes are protected during translation and checked before delivery. A string that breaks the build is not a translation problem you should be finding.
Grammar that survives injection
Gender, number, articles and word order all shift once a player name or a quantity is dropped into a sentence. We write around it where we can and tell you where the string itself needs splitting.
What we translate in a game
The text inside the game, and all the text around it that players read before and after they play. Send whichever part you need.
Game localization languages
Below are the languages we are asked for most often for games. For any other language, just contact our team.
- German
- English
- Spanish
- French
- Italian
- Norwegian
- Arabic
- Chinese
- Japanese
- Romanian
- Portuguese
- Polish
- Swedish
- Finnish
- Thai
- Russian
- Greek
- Ukrainian
- …and many others
How a game project runs
- 1
Send the strings and the context
The export as it comes out of your project, plus whatever context exists: character notes, screenshots, a build, a lore document, the spreadsheet where someone wrote down what the item actually does.
- 2
Receive your quote
A fixed price for the scope you sent, with repeated strings discounted, and a delivery date we confirm with you before you commit to anything.
- 3
Glossary, then text
Names and recurring terms are settled and sent to you for approval first. Then the text is translated to your character limits, with placeholders protected throughout.
- 4
Check it in the build
Where you can give us a build or screenshots, we read the text where the player will read it and fix what only shows up in place — overflow, wrong register, a line that made sense out of context and does not in it.
- 5
Patches and updates
Send the new strings when the game changes. Only the new lines are translated and charged, and they come out consistent with everything already shipped in that language.
