Game Localization Services
Bring your game to more players without losing the story, gameplay meaning or character voice. Our video game localisation services cover player-facing UI, dialogue, quests, subtitles and launch content, with cultural adaptation and linguistic quality assurance (LQA) scoped around your game.
For indie developers, studios and publishers planning mobile, PC or console releases. Specify target languages, file formats, platforms and deadlines so the project can be assessed.
Video game translation beyond dialogue
Game localisation goes beyond translating a script. Players encounter language through controls, character interactions, menus, tutorials and stores. Each asset needs the right context and technical safeguards.
Menus, settings and user interfaces
Buttons, inventory items, tooltips, prompts, ability names, achievement text and onboarding instructions; reviewed with string length and layout constraints.
Upload UI strings →Dialogue, quests and story
Character speech, lore, item descriptions, quest objectives, branching dialogue, jokes and recurring terminology, adapted to narrative tone and player context.
Explore transcreation →Cutscenes, scripts and captions
Dialogue scripts, subtitle files, trailer text and supporting references. Timing, reading speed and voice-over preparation can be assessed separately.
Subtitling services →Store listings and live updates
Game descriptions, platform storefront assets, promotional text, patch notes, DLC strings and player-facing announcements for each target market.
Gaming content translation →Humour, references and audience fit
Review idioms, sensitive references, conventions and regional expectations so the intended player meaning remains clear without inventing new game content.
Marketing transcreation →Linguistic review and LQA
Check terminology, consistency and context, with optional UI or in-build linguistic review when screenshots or playable access and testing scope are provided.
Discuss QA requirements →A narrative game launching in Germany and Brazil: how to compare character voice and humour
For an independent UK studio choosing a game-localisation partner, request a matched creative dialogue pilot in German for Germany (de-DE) and Brazilian Portuguese (pt-BR). The goal is to preserve each character's personality, relationships, comedic timing and the player's intended emotional response, rather than translate each joke word for word. Ask bidders to identify their proposed linguist, creative editor and game-context reviewer for each locale, and confirm availability rather than assuming it.
- Brief the character, not just the script. Send three short, connected scenes: an everyday exchange, a humour/wordplay moment and a high-stakes or branching dialogue choice. Include character profiles, who is speaking to whom, relationships and power dynamics, speech habits, emotional intent, screenshots or gameplay clips, genre and age-rating tone, plus scene/speaker/choice IDs and lines that must keep the same gameplay meaning.
- Review the two markets separately. Compare natural German dialogue and locally appropriate Brazilian Portuguese (not an unspecified Portuguese variant). Ask how each version handles sarcasm, levels of formality, slang, nicknames, cultural references, puns and recurring catchphrases. A creative replacement may be better than a literal joke, but must not invent plot facts or alter quest clues, character motivation or player-choice outcomes. Request 1–2 alternative renderings and a short rationale for difficult lines.
- Require reviewable handover and writer sign-off. Request source/target files keyed by scene and dialogue ID, per-locale character-voice notes, approved naming/ability terminology, a humour/adaptation decision log, queries needing narrative-lead approval and a bilingual editing record. Use the existing lore and character-name continuity checklist for canon-wide terms; this pilot measures the sound of the characters and the impact of the jokes.
- Test the scenes in context before accepting them. Where a build or video is supplied and testing is scoped, review branching paths, dialogue timing, UI choices, subtitle space, fonts, names and placeholder variables. Ask for locale/build/scene-based language issues, who fixes them, the retest gate and sign-off before each target-market milestone. Full gameplay testing, engineering, dubbing and platform approval are distinct services unless agreed.
For a comparable quote, provide target territories, total dialogue and UI word counts, script format, branching complexity, number of characters, audiovisual references, desired voice-over/subtitles, source-freeze and release dates, and expected revision rounds. Ask for separate scopes for creative adaptation, independent review, terminology/voice-guide maintenance, in-build LQA and late script changes. Send a redacted three-scene sample to request a project-specific assessment; German and Brazilian Portuguese staffing, turnaround and test coverage are subject to confirmation.
Mobile game store pages, player tutorials and in-game events: how to shortlist a specialist
When selecting a UK-based games localisation partner, compare a connected three-asset pilot: one storefront listing, one interactive tutorial and one scheduled in-game event. A general marketing translator may be suitable for campaign prose, but game-language suppliers must also preserve item names, rewards, mechanic descriptions, tutorial actions, event eligibility and player-facing UI variables. Ask bidders to identify which roles they can provide—narrative linguist, local-market marketing adapter, independent reviser, build LQA tester or platform publishing support—rather than assuming all services are included.
- Align the storefront with the real game: provide each target locale, approved game title and terminology, features actually implemented in the market, audience/age classification, current screenshots, store description, short promotional text, update notes and target platform. Separate attractive store copy from factual descriptions of modes, rewards, purchases and events. Apple's App Store Connect localisation guidance distinguishes localised metadata from localisation of the game binary; Google Play's translation guidance distinguishes store text, in-app strings and artwork. Do not treat untranslated screenshots or automatically translated descriptions as an approved game-language release.
- Test tutorial instructions in context: share exported string keys, step order, screen recordings, controls, input/device differences, mandatory on-screen text, button names, item/ability glossary, character voice and dynamic tokens. Ask for a sample tutorial translated into a locale and checked against a real screenshot or build where access is agreed. Reject wording that names a different button, reverses a condition, drops a number or makes a player unable to complete the action; distinguish linguistic issues from gameplay defects owned by the developer.
- Control seasonal and live-event facts: supply event IDs, start/end dates with time zones, participation levels, supported regions, challenges, reward names/quantities, premium currency, prices or purchase conditions, CTAs, push notifications, event screens and related store assets. Require one cross-channel master so the event tile, tutorial pop-up, in-game quest and store announcement agree. The publisher must approve commercial claims, platform policies and event eligibility, while the linguist flags ambiguous terms and cultural or grammatical risks. Google Play promotional-content documentation recommends localised event assets and notes that submitted event content cannot be edited after submission; Apple's In-App Events guidance describes event-specific metadata and review as separate from a new app version.
- Compare game-specific QA evidence: request an anonymised sample issue log with stable string ID, locale, screen/event, build or store revision, screenshot, severity, proposed fix, owner and retest status. Verify dialogue, ability/item names and lore stay aligned across tutorial, product listing and game UI; preserve variables, plural rules and player-name placeholders. Unreal Engine's text-localisation documentation describes stable string keys and culture-aware formatting, but its existence is not proof a bidder operates that engine or supplies playable testing.
- Set approval and release ownership: agree the exact publisher-controlled source freeze, local marketing sign-off for store copy, game designer approval of tutorial instructions, live-ops owner approval of event dates/rewards, technical import and final platform submission owner. Record update deltas, embargo and content-access restrictions, last-minute corrections and whether a post-release patch or store resubmission is required. Keep the launch window and per-locale acceptance criteria visible rather than treating translation delivery as publication.
- Request a comparable quotation and pilot: provide one store listing plus screenshots, one tutorial scene, one event campaign and the associated string export/glossary; specify target territories, game genre, platform, word/asset counts, update frequency, release dates and review/build access. Ask separate itemised costs and confirmed availability for translation, store transcreation, independent review, screenshots/graphics, subtitle/audio work if required, in-build LQA, retests, event updates and upload support. A supplier's UK presence, prior game examples, platform experience, named resources and integration permissions should be verified, not inferred from generic advertising copy.
For non-game software UI workflows see app translation services; narrative, terminology and gameplay context remain owned by this game localisation page. Submit a redacted three-asset sample for a scoped game localisation assessment. Capability to supply live-ops updates, platform publishing, linguistic QA and deadlines needs project-specific confirmation.
Game translation, editing and LQA are not the same
A translation may read well in a spreadsheet but fail in a live interface. A short string could be a button, an item name or a line of dialogue. Screenshots, string IDs and gameplay context reduce ambiguity before translation.
Linguistic review checks the supplied text for accuracy, naturalness, terminology and style. In-context linguistic QA (LQA) reviews the translated experience in supplied screenshots, video or a playable build, where available and agreed. Full functional testing of gameplay or platforms is a separate scope.
Typical LQA findings include untranslated strings, text overflow, awkward line breaks, incorrect font glyphs, variable placeholders displayed as text, subtitle mismatch and dialogue that no longer fits its scene.
Spanish game-build LQA: diagnosing clipped text and incorrect variables before supplier selection
For a QA manager with an already failing Spanish build, request a short, reproducible defect-triage pilot—not merely a proofreading sample. Ask each shortlisted game-localisation provider to identify which problems are linguistic, which require UI layout or string-format engineering, and which can only be resolved by the developer. Confirm whether it can test a supplied playable build, deliver Spanish-language corrections and retest an imported fix; these services may be quoted separately.
- Reproduce each error in the exact Spanish locale and build. Supply the build number, platform/device and resolution,
es-ESores-MXtarget, menu/quest path, stable string key, source and current translation, expected output, actual screenshot/video and steps to trigger it. Include font, UI container width, text scaling and whether the defect affects all languages or Spanish only. Do not assume a long string is solely a translation problem: cropped layouts, fallback fonts and fixed-width widgets may require developer fixes. - Check dynamic strings against the source-format contract. Give the bidder an anonymised sample of real runtime placeholders, variables, rich-text tags and gender/number conditions, with examples for values such as 0, 1, multiple items, long player names and missing optional fields. Require a placeholder/name/type parity check between source and Spanish targets, review of reordering and grammatical agreement, plus a test that the actual game resolves variables rather than displaying raw braces. Unreal Engine's text-localisation documentation describes named formatting arguments and plural/gender modifiers, while Unity's localisation-table documentation describes stable string IDs and dynamic Smart Strings. The developer's chosen engine and string formatter—not either reference alone—determine the actual syntax and corrective code changes.
- Test visible text and gameplay meaning together. Compare button labels, tooltips, dialogue options, quest rewards, item/ability terminology and critical tutorial prompts at their actual positions and font sizes. Review Spanish wrapping, clipping, accents, punctuation, number and gender agreement, text scaling and conditional branches. Request a before/after screenshot for both a long-string clipping example and a variable-resolution example; linguists should flag any correction that changes gameplay mechanics or player instructions for producer approval. Microsoft's pseudolocalisation guidance describes using expanded text to reveal truncation, but pseudo-localisation is a developer preflight and does not replace testing real Spanish strings.
- Require an actionable defect and retest handover. Ask for an issue sheet keyed by build, locale, platform, device, screen/quest and string ID, with screenshot, severity, reproduction steps, expected and actual behaviour, probable language-versus-engine owner, proposed correction and retest status. The studio should decide severity, edit layout or formatter code and produce a new build where needed; the language supplier can propose and verify text changes only within its agreed role. Define a blocked/failed/passed status and a sign-off owner, and confirm whether a native Spanish LQA tester reviews the fixed playable build rather than an updated spreadsheet alone.
- Compare bids using the same two-defect sample. Give suppliers one clipped Spanish UI line and one faulty placeholder scenario with source data and access constraints. Ask for an estimated issue volume, reproducible test matrix, sample defect report, language/engineering escalation, translation review and retest rounds, NDA/build access method and delivery milestones. Quote Spanish linguistic review, actual in-build LQA, engineering integration, regression retesting and accessibility testing separately. No supplier's Spanish tester availability, engine expertise, bug-fix service or turnaround is assumed until evidenced in a proposal.
Next step: submit a redacted Spanish string export, two reproducible defects, protected-variable specification, screen captures, platform/version and target Spanish region through the game-localisation project enquiry. For non-game application QA, see app translation services. The language provider must not be represented as having debugged, fixed or certified the studio's build without actually completing and validating that work.
Localise for the actual locale, not only the language
Country and audience affect spelling, humour, number formats, script and terminology. Agree the specific locale before translation begins, particularly where several varieties share a language name.
French, German, Spanish, Italian and Dutch
Choose the required region—for example, European or Latin American Spanish—so terminology and player-facing wording match the release audience.
Browse languages →Japanese, Korean and Chinese
Identify the needed written system and territory, such as Simplified or Traditional Chinese, and provide genre, character and gameplay references.
Japanese translation →Arabic language and right-to-left UI
Arabic localisation may need additional attention to UI direction, numerals, font support, mixed-language placeholders and layout testing.
Arabic translation →Turkish, Portuguese and more
For Brazilian Portuguese and other locale-specific variants, identify the exact target market and platform. Confirm language availability and specialist coverage in the project brief.
Turkish translation →Japanese RPG dialogue, item names and UI: what should a localisation supplier deliver?
For a UK studio shortlisting an English-to-Japanese RPG localisation partner, ask for a reviewable Japanese (ja-JP) text package, agreed style and terminology decisions, and a separately specified in-build language test—not just a translated script. Character voice, equipment rules and menu instructions need to agree across dialogue branches, inventory screens, quests and tutorials.
- Dialogue and narrative handover: source and Japanese lines paired to stable scene/speaker/branch IDs, with relationship notes, character voice, emotional intent and screenshots or gameplay clips. Agree in a style guide how each speaker handles formality, politeness, pronouns and honorifics; these are context-dependent editorial choices, not automatic word substitutions. Flag ambiguous jokes and alternative interpretations for writer approval.
- Item, ability and quest terminology: a versioned English–Japanese termbase with approved names, readings where useful, item categories, stats/effects and prohibited variants. Keep short inventory labels and longer descriptions aligned with combat rules and narrative canon. Record decisions requiring designer sign-off; the lore-bible workflow handles franchise-wide names and aliases.
- Build-ready UI strings: editable files in the agreed export format, preserving IDs, dynamic placeholders, markup, line-break controls and source-to-target traceability. Supply menu/HUD/tooltips alongside their screen context and limits. The studio should validate text rendering in its own engine rather than relying on a fixed character-count rule: Japanese font glyph coverage, punctuation, wrapping and prohibited line-start/line-end breaks (kinsoku shori) need checking in the actual layout.
- Review milestones and acceptance evidence: a small paid pilot covering a branching exchange, an item/ability set and representative constrained UI; bilingual editorial review of the Japanese against character and gameplay notes; a developer-import checkpoint; then an agreed playable-build LQA pass with locale, build, string ID, screenshot, severity, owner and retest result. Full functional QA, font engineering, source-code changes and platform certification are separate unless expressly commissioned.
To request a scoped quotation: provide the source word/string inventory, target platform and engine/export, intended Japanese audience, RPG lore/style references, protected variables, sample screens, build-access restrictions, reviewer/approver, release dates and the number of LQA/retest rounds. Ask the supplier to itemise translation, independent revision, glossary maintenance, in-context testing and engineering hand-offs, and to confirm capability and delivery milestones in writing. Send the game files and brief for assessment; Japanese RPG experience and testing availability must be confirmed for the specific project.
Reference points: IGDA LocSIG game-localisation guidance (historical industry guidance, not supplier accreditation); W3C Japanese text layout requirements; Unity localisation tables and Unreal Engine text localisation (engine-specific examples, not confirmation of the supplier's integration services).
Game files, context and technical integrity
Share the editable source where possible, plus references that show how strings appear in the game. Technical constraints can then be checked before localised files are returned.
CSV, XLSX, JSON, XML and similar exports
UI strings, keys, notes and glossaries can be reviewed in supplied exports. Preserving IDs, variables and encoding rules should be agreed before changes to source files.
DOCX, scripts, SRT and VTT
Provide speaker information, narrative context, timings and any subtitle length or reading-speed restrictions.
Unity, Unreal and other pipelines
Share sample exports and your engine or toolchain details so format suitability can be assessed. Engine integration and in-build testing are separate tasks unless expressly included.
Screenshots, gameplay clips and glossaries
Screens and clips help distinguish commands, nouns and character lines. A termbase and style guide keep recurring names and gameplay concepts consistent.
Keeping fantasy lore and character names consistent across multilingual game files
For a narrative designer with dialogue, quest logs, item descriptions and codex entries spread across files, ask a prospective game-localisation team to maintain one versioned lore bible, a controlled names-and-terminology register and a decision trail for every target locale. A simple translation memory does not by itself establish story canon: the same source word may be an item name, a surname, a quest title or a common noun depending on scene and context. Your game writers retain authority over world-building facts and any proposed new or changed canon.
- Assemble a source-of-truth lore pack: supply the narrative bible, world and faction histories, character biographies and relationships, species/classes, magic systems, timelines, quest/item taxonomy, style and pronunciation guidance, concept art, previous titles or approved translations, and a spoiler/access matrix. Mark which names and lore details are immutable, which can be adapted for sound or meaning, and which are unresolved; the writer or narrative lead signs off those policies.
- Build one locale-specific naming register: track each entity's stable entity ID, type (character, location, faction, ability, artefact), source canonical form, approved target spelling, pronunciation or transliteration, gender/number/grammatical behaviour where relevant, forbidden variants, related aliases and title changes, examples of first use, approval owner and change date. Distinguish aliases deliberately used by the story from accidental inconsistencies. Make the register accessible to dialogue, UI, audio, subtitles and external marketing teams under agreed permissions.
- Attach context across multiple files: link dialogue and quest string IDs to speaker, scene, timeline state, item/character/entity ID and screenshot or cutscene reference. Preserve placeholders, markup, branching conditions and code keys when exporting CSV, JSON, XLIFF or another accepted format; let technical owners define actual import mappings. Unreal Engine's text-localisation guidance explains namespace, key and source-text identities, while Unreal's string tables centralise text referenced by multiple assets. These are optional technical patterns, not evidence that this supplier offers Unreal integration.
- Govern translation memory and creative exceptions: reuse approved repetitive interface or item labels only in the same context, but permit controlled narrative departures for puns, invented terms, character voices and culture-specific wordplay. Record at least the rejected option, chosen form, reason, locale, reviewer and affected files for a renamed character or faction. The IGDA Game Localization SIG best-practice guide (2012 draft) recommends familiarisation, a shared glossary and style guide, recording naming rationales and source-team answers. It is historical industry guidance, not a certification standard or guaranteed modern project capacity.
- Review continuity across actual scenes: commission a representative pilot spanning a first encounter, a later quest, dialogue, item/equipment UI and an optional voice/subtitle line. Have a target-language editor check recurrence, character register, titles, timeline references, plural/gender inflection, misleading aliases and space limits; report each issue by entity ID, source-file key, build/scene, locale, severity and proposed fix. Require narrative-owner approval for lore changes and an agreed retest where in-build linguistic QA is included. Ordinary proofreading without game context cannot validate plot consistency.
- Specify deliverables, revisions and rights in the quote: give exact locales, number of files/strings, lore size, languages already translated, reference-build access, NDA and spoiler restrictions, source freeze, review schedule and planned DLC or patch cadence. Request a sample bilingual lore register, style guide, glossary and approved-term export, exceptions/decision log, cross-file QA report and versioned translated files. Price narrative translation, terminology work, editing, optional LQA/engine testing and changes after approval separately. Confirm who owns and can export the lore and termbase assets on exit; do not assume the vendor has an integrated termbase, a specific CAT tool, guaranteed staffing or live game-build access.
For general app UI and software resource localisation outside a game narrative, see app translation services. Submit a redacted lore sample, cross-file string set and target locales for a scoped assessment. Actual gameplay context, naming authority, source licences and supplier review/testing resources must be agreed for each project.
From source strings to reviewed player language
The steps below describe a sensible delivery structure. Individual phases, languages and test rounds are agreed for the actual game and available files.
Scope the project
Identify platforms, target locales, approximate word count, scripts, file formats, terminology, deadlines and constraints. Confirm whether testing or audio support is needed.
Translate with context
Work from source files and reference material, preserving game terminology, placeholders, speaker intent and the required market-specific tone.
Review and prepare delivery
Check consistency, technical syntax, formatting and any agreed linguistic review comments. Hand back the agreed file formats and feedback.
Optional in-context LQA
When scoped and access is available, check screenshots or builds, report language-related issues and agree whether fixes and a retest are required.
Weekly game patches and player announcements: a live-ops localisation workflow
A community manager publishing weekly patches needs more than a one-off translated script. When comparing game-localisation providers, ask each to demonstrate a repeatable changed-string, terminology and release-approval process using one sample patch and its player announcement. Availability for weekly coverage, urgent hotfixes and in-build testing must be confirmed for the project, not assumed.
- Send a versioned change set, not the entire game again. Include stable string IDs, source revision and build, new/changed/removed strings, target locales, patch-notes draft, announcement channels, screenshots, UI-length limits, protected variables and the source freeze/cut-off. Flag embargoed updates and separately identify urgent hotfixes. Ask how superseded strings and source changes during translation are handled.
- Keep terminology and player voice consistent. Supply the approved per-locale glossary and style guide, canonical character/item/ability names, prohibited variants, previous release examples and the owner who can approve changes. Cross-check gameplay descriptions, balance numbers, reward names and event dates between patch notes, in-game messages, store updates and community announcements. Record accepted terminology exceptions and approvals so the next patch inherits the decision.
- Agree a weekly handover and QA gate. Define the source handoff, translator-query cut-off, translation and independent review where scoped, token/markup and number checks, optional screenshot or playable-build linguistic QA, publisher sign-off and per-locale release-ready export. Require a change log with string ID, locale, revision, reviewer, outstanding issue, fix owner and retest status. Language QA does not replace the studio's gameplay, platform or engineering tests.
- Compare a realistic two-patch pilot and quote. Provide estimated new and revised words per week, number of locales, JSON/CSV or other file formats, channels, release calendar and time zones, review/build access, approval contacts and hotfix volume. Request separate prices or terms for translation, glossary maintenance, repeat-string handling, bilingual review, in-build LQA, retests, rush/weekend coverage and project management; ask who owns and can export the terminology records on handover.
For technical application strings outside a game, see app translation services. Share a redacted weekly patch, announcement and target-locale list for a scoped enquiry. Supplier capacity, secure access arrangements, turnaround and any recurring service-level commitment are agreed case by case.
Game subtitle timings and voice-over scripts: how to scope the language supplier
For a game audio producer, separate dialogue translation, timecoded subtitle preparation, voice-over script adaptation, recording and playable-build linguistic QA in the supplier brief. A translation-only quote does not necessarily include subtitle spotting, actor-ready line preparation, casting, studio recording, synchronisation or engine integration. Ask shortlisted providers to show one sample cutscene and one branching conversation in your actual game formats, with each stage and reviewer named.
- Lock the source version and narrative context: provide the latest cutscene video and reference audio, master dialogue list with stable event/line IDs, playable sequence or branching context, character identities and pronunciations, quest/lore glossary, speaker and off-screen voice notes, source language, intended locales and platform/engine. Identify lines triggered by player choice versus fixed cinematics and mark recorded, placeholder or rewritten lines. Protect variables, gender/plural logic and gameplay tags; do not translate an isolated text export without enough narrative context.
- Specify the subtitle timing deliverable: identify the final media or build timebase, frame rate where applicable, source cue start/end points, cue and speaker IDs, timing tolerance, lines/characters/reading-speed limits from your own platform specifications and subtitle safe area. Decide whether the supplier is retiming existing cues or doing new spotting after translation, and which team updates cues after cuts or dialogue edits. W3C WebVTT defines text cues with start/end timestamps and optional voice spans; request SRT/VTT only where your video player or import pipeline supports them. Interactive in-engine dialogue may require event-aligned asset data rather than a standalone SRT/VTT track.
- Prepare voice-over text as its own output: if dubbed speech is being considered, request line IDs aligned to the script and corresponding subtitle, character and scene context, pronunciation and performance notes, intended emotion/register and timing or mouth-movement constraints where known. Agree whether the brief calls for a faithful recording script, dialogue adaptation for natural performance, or a more constrained lip-sync adaptation. A line that reads well as a condensed subtitle may be unsuitable for recording. Casting, directing, studio engineering, voice licensing, audio editing, lip-sync and implementation should each have an explicit responsible party and acceptance test if commissioned.
- Ask for differentiated language and playback QA: check spelling, character voice, names, pronouns, tone, speaker attribution and consistency with in-game UI/tutorial strings before testing. Then review a sample in playback for cue alignment, readable breaks, overlap with game overlays, speaker changes, cutscene edits, accessibility options and dialogue choice branches. Netflix's subtitle timing guidance illustrates why source audio, shot changes and full-playback review matter, but its distributor-specific frame/duration thresholds are not mandatory game standards. Distinguish translated dialogue subtitles from accessibility captions, for which W3C caption guidance describes speaker and meaningful sound information.
- Set the handover, version and milestone gates: agree a source-lock date, sample/pilot, first translated scripts, native-language review, timed-text export, optional recording-script approval, recorded-audio handoff if separately contracted, build import, in-context LQA, corrections and final retest. Require a per-locale bundle with stable IDs, editable dialogue/script matrix, approved terminology, subtitle file or import fields, unresolved cue/voice issues and a change log showing the game build and edit version. The developer or audio post-production owner remains responsible for engine integration, functional testing and final release unless contracted otherwise.
For comparable supplier quotes: send representative cutscenes and branching dialogue, estimated spoken minutes and line/word counts, target language varieties, source exports, glossary and character guide, intended platforms and timing format, sample voice-over requirements, available build or screen recordings, confidentiality conditions, review contacts and delivery milestones. Ask for separate fees and confirmed capability for translation, independent linguistic review, subtitle spotting, VO script adaptation, casting/recording and in-build LQA. See subtitling and voice-over services for the broader media workflow; send a redacted game dialogue sample for project-specific scoping. No recording capacity, platform compatibility, fixed turnaround or game-release success is assumed.
Six-market game launches: shortlist localisation partners by milestones and in-build testing
For a publishing director with six markets and a fixed release date, compare game-language suppliers on a documented phased plan, with owner-assigned string delivery, narrative review, playable-build access and LQA defects. The fastest quote is not necessarily the lowest-risk release. Ask each bidder to name which services it can actually supply and whether translation, independent revision, in-build linguistic QA, functional testing and fixes are included or separate; do not assume one supplier owns all engineering or testing.
- Validate the six locale and content packages: specify country/region variants, supported platforms, rating/store territories and which builds are planned for each market. Inventory narrative dialogue, quests, UI and tutorial strings, store listing copy, subtitle/VO assets and live-event text. Include character and faction naming, pronouns, terminology, branching context, accessibility settings, string-length limits, unique keys, placeholders and source-to-build mapping; ask for a risk and word-count estimate per locale, not a single blended promise.
- Set a practical gated release calendar: propose a representative first-locale/first-feature pilot, then approved glossary/narrative style lock, complete UI and tutorial string handoff, dialogue/cinematic/subtitle handoff and final delta export. For every gate agree publisher source freeze, market language review, import/build creation, LQA testing window, correction/retest cutoff and go/no-go owner. Six locales can be staggered where allowed by the publisher, but the proposed schedule must be validated against actual word counts, available reviewers, build frequency and launch dates.
- Test the pipeline before scaling: request a short sample of stable IDs, context notes and engine/export format (such as CSV, XLIFF, JSON or PO if compatible), with explicit preservation of variables, rich-text tags, plural/gender rules and line breaks. Unity's localisation package documentation describes string/asset localisation, pseudo-localisation and structured import/export; Unreal Engine's text-localisation guidance documents stable string identities and culture-aware formatting. These are engine features, not proof a language agency operates either pipeline. Where the developer can run it, pseudo-localisation should check text expansion and non-Latin rendering before translations arrive.
- Separate linguistic review from playable-build LQA: ask for a sample issue report with build ID, locale, platform/device, screen/quest ID, reproduction steps, screenshot, severity, proposed linguistic correction and status. Check clipping, missing glyphs, broken variables, wrong speaker/quest terminology, punctuation, line breaks, subtitle synchronisation, menu context and critical tutorial instructions. Publisher/developer functional QA remains separately responsible for gameplay, crashes and engineering defects unless a wider service is explicitly contracted.
- Allocate fixes and escalation: define who updates the translation master, who re-imports strings, who builds, who decides severity and who runs regression in every locale. Maintain a shared terminology and decisions log, approved locale-specific exception list, daily/weekly issue triage as agreed and a retranslation threshold after script rewrites. Require final sign-off by the game's narrative/product owner, localisation lead and release manager before the locale is marked ready; a translator cannot certify the whole game build.
- Compare commercial offers on the same pilot: give bidders six exact target locales, sample export and glossary, source volume/asset categories, number of build cycles, platform/device matrix, launch and localisation lock dates, NDA/secure build access requirements and acceptance criteria. Ask for separate rates and confirmed resource availability for translation, narrative adaptation, independent revision, voice/subtitling if needed, pseudo-localisation support, in-game LQA hours, defect retests, late string changes and live-patch handover. Request concrete pilot outputs before selecting a vendor; do not treat competitor marketing, SEO research or a sample quote as verified capacity.
For app-store and general UI localisation beyond the game itself, consult app translation services. Submit a redacted string sample and proposed launch matrix for a scoped game-localisation assessment. Six-market staffing, engine access, translation speed, in-game testing and launch success require project-specific verification rather than a blanket guarantee.
Game localisation services FAQs
Answers for game studios planning international releases, translation projects and QA coverage.
What is the difference between game translation and game localisation?
Game translation converts written or spoken language into a target language. Game localisation also adapts the content to the intended player market, including tone, terminology, cultural references, presentation and technical constraints.
Do you translate menus, quests, item names and dialogue?
These are all common localisation assets. Share the strings or scripts with screenshots, string IDs, speaker notes and any length limits so the required language expertise and review can be scoped.
What is linguistic QA (LQA) for video games?
LQA checks how translated language appears in its intended game context. Depending on access and agreed scope, this may include terminology, menus, subtitles, font display, overflow and narrative accuracy. It is not automatically full functional QA.
Can you localise a game built with Unity or Unreal Engine?
Send exported resource files and details about your engine and file formats. Translation of suitable exports can be evaluated, while direct engine integration, playable-build testing or other engineering work should be agreed separately.
Which languages and regional variants are available?
Common project requests include French, German, Spanish, Arabic, Japanese, Korean, Chinese and Turkish. Give the exact target territory—for example, es-ES versus es-MX or pt-BR—so availability and specialist fit can be assessed.
Can you translate game subtitles and voice-over scripts?
Yes, script and subtitle translation can be assessed as part of a game project. If you need voice recording, casting, lip-sync or subtitle spotting, make these separate requirements explicit so they can be scoped.
How much does video game localisation cost?
Costs depend on the target locales, number of words, source quality, context, audio duration, review requirements, file engineering and any LQA hours. Submit the asset list and deadline to confirm the order scope and total.
How do I start a game localisation order?
Use the online order route and supply sample files, target languages, platform, approximate word count and deadline. Explain whether you need translation, transcreation, subtitles or in-context language QA.
Ready to take your game into another language?
Upload your game assets and specify the languages, platform and review needs. We’ll confirm the scope and available language services before the project proceeds.
