Game Culturalization: How to Design for Global Audiences Without Losing Your Creative Vision

A game crosses borders long before its dialogue is translated. Players encounter characters, clothing, architecture, maps, gestures, humor, religion, politics, symbols, history, and countless small environmental details—and they interpret those elements through their own cultural context, whether the development team planned for that interpretation or not.

That is where culturalization enters game development.

Localization helps a game communicate in another language. Culturalization looks more broadly at how the game’s content, world, and creative decisions may be understood across different markets.

The objective is not to remove every potentially controversial idea or make every game universally neutral. Nor is it to replace a studio’s creative vision with a list of cultural rules. It is to understand the possible consequences of creative choices early enough that the development team can make informed decisions.

Sometimes that means identifying a symbol that will carry an unintended meaning in a particular market. Sometimes it means questioning whether a fictional culture relies too heavily on stereotypes from a real one. Sometimes it means going further and creating content specifically designed to resonate with players in a particular region.

And sometimes cultural review simply gives the team a better question to ask:

Is this creative choice here because it belongs in our world—or because it was the first familiar reference that came to mind?

This guide covers how localization and culturalization interact, why cultural thinking should begin at the concept stage, how real-world assumptions enter fictional worlds, and how studios can balance global reach with creative intent.

It draws on the Beyond Localization conversation between culturalization strategist Kate Edwards (CEO, Geogrify) and Nadzeya Drahun, Customer Success Manager, Alconost.

In this series — focused guides on six aspects of culturalization:

Prefer the full conversation?

In Beyond Localization: How Culturalization Shapes Global Game Success, Kate Edwards and Nadzeya Drahun discuss the relationship between localization, cultural review, worldbuilding, context, community feedback, and global game strategy—from early concept development and geopolitical sensitivity to character voice, live ops, fictional cultures, regional adaptation, and post-launch player reaction.

What game culturalization actually means

Localization and culturalization overlap, but they are not identical.

In the conversation, Kate Edwards describes localization primarily in terms of linguistic adaptation, while using culturalization for the broader work of adapting or evaluating content through a cultural lens.

That broader scope can include gestures, symbols, history, religion, geopolitics, character design, clothing, architecture, maps, allegories, fictional languages, and regional representation.

Language is still part of culture. But a player interprets far more than language while playing a game.

A character can be perfectly translated and still use a gesture that carries an unintended meaning in the target market. A fictional religion can borrow a real-world symbol without the creators realizing what it implies. A level can reproduce a real location accurately in some details while missing cultural or historical context in others. This is why culturalization requires a wider view of the game—and why it pairs with a strong game localization workflow rather than replacing it.

Game localization vs. culturalization: what’s the difference?

In this clip, Kate Edwards explains her distinction between localization and culturalization: language is a central component of culture, but cultural adaptation can also involve gestures, symbols, history, religion, allegory, character design, and many other non-linguistic elements.

Localization, for the great majority of people working in tech and in games, means language translation. Culturalization is the broader aspect: making sure content is culturally adapted to that locale. Language is a very important part of culture, but it's not the only part—gestures, symbology, history, religion, allegory, character design, costumes.

Kate Edwards
Kate EdwardsCulturalization strategist; CEO, Geogrify

It is worth noting that this terminology is not necessarily universal across the industry. Kate explicitly acknowledges that localization professionals may frame the relationship differently. For a deeper comparison, see localization vs culturalization.

For game teams, the practical distinction matters more than the label:

Who is evaluating the words—and who is evaluating everything around the words?

Both functions can reveal problems or opportunities the other might not catch alone.

Alconost’s localization perspective in the conversation reinforces this overlap. Nadzeya Drahun describes localization work that goes beyond literal language transfer because translators and localization project managers also encounter issues involving tone, character identity, UI readability, wordplay, cultural references, and player experience—echoing themes in our guide to cultural traps in localization.

We are not just translating words. We work to keep the game's tone, clarity, and UI readability—and most of all, to help the game keep players motivated to play. A proper localization process always reveals things that are not purely linguistic.

Nadzeya Drahun
Nadzeya DrahunCustomer Success Manager, Alconost

The strongest projects therefore treat culturalization and localization as complementary inputs rather than isolated stages.

Culture is already embedded in game design

A studio does not have to make a historical game about a real country for culture to matter. Culture appears in decisions about how characters greet one another, what counts as respectful or insulting, how people dress, what buildings look like, how the dead are remembered, which symbols imply authority, what a heroic character looks like, which accents indicate belonging, how religion is represented, what family or social structures look like, which conflicts feel plausible, what a player understands from a gesture, and which jokes are supposed to land.

Many of these choices feel intuitive to creators because they come from familiar cultural assumptions. That does not make them neutral.

How does culture shape game design?

The influence of culture is not limited to dialogue or translation. Game worlds communicate through visual design, characters, symbols, history, social systems, and environmental details.

Even in a fictional world, they'll use a thumbs-up because they feel most humans will understand it. But the thumbs-up does not universally mean okay. In some countries, it's the middle finger. We have to be extremely careful about assuming a gesture is universal.

Kate Edwards
Kate EdwardsCulturalization strategist; CEO, Geogrify

This is especially important because cultural meaning is often invisible to the person creating the content. A symbol may look decorative to one team and politically charged to another audience. A gesture may seem universal because everyone on the development team understands it the same way. A fictional uniform may accidentally resemble real-world ideological imagery. A map label may carry geopolitical implications that are not obvious to someone outside the region.

Culturalization introduces another layer of review: not “Is this objectively right or wrong?” but “What might this communicate in the markets where the game will appear?”

Culturalization should begin at the concept stage

The earlier a cultural issue is identified, the more options the creative team has.

At the concept stage, changing a piece of character design, a faction name, a symbol, a costume, an architectural reference, a worldbuilding premise, a fictional religion, a map, or a narrative motivation may require a discussion and a few revisions. Late in production, the same decision may already exist across concept art, 3D assets, animation, levels, dialogue, cinematics, marketing, voice-over, UI, trailers, and merchandise. At that point, a seemingly small cultural issue can become expensive to change.

Kate describes early culturalization as most effective when she can participate while the world is still being built: when teams are deciding who lives there, which factions exist, what political or religious structures shape the setting, and how those ideas influence the game. The role is not to dictate the creative vision. It is to show the team the possible consequences of different choices. For a focused walkthrough, see how early culturalization prevents expensive game rework.

Why must culturalization start early?

Cultural issues are much easier to address while a game is still at the concept-art, script, and worldbuilding stage. In this clip, Kate Edwards explains why early culturalization saves money, reduces late-production panic, and gives development teams more creative options.

With culturalization, you have to start early—at the beginning. You can't treat it like another thing you get to later. It saves a lot of money, a lot of frustration, and a lot of the panic that happens when issues surface late.

Kate Edwards
Kate EdwardsCulturalization strategist; CEO, Geogrify

Early involvement does not mean reviewing the game once and declaring it culturally safe. The process can include checkpoints throughout development.

Concept stage

Review worldbuilding, core narrative, characters, factions, historical inspiration, religious systems, political systems, and major visual motifs.

Pre-production

Review concept art, character design, environment design, maps, symbols, costumes, naming systems, and early scripts.

Production

Review final assets, dialogue, audio, levels, cinematics, UI, marketing plans, and regional content.

Pre-launch

Review final localized builds, store content, regional requirements, campaign assets, and community messaging.

Post-launch

Monitor player feedback, regional reactions, new geopolitical developments, live-ops content, updates, and emerging sensitivities.

The goal is continuity rather than a one-time cultural approval.

Culturalization is cross-functional

Cultural decisions rarely belong to one department. Depending on the issue, the conversation may need to include creative leadership, narrative, art, audio, localization, production, marketing, PR, legal, community teams, and regional specialists.

Kate specifically emphasizes the value of involving localization, marketing and PR, legal, producers, and creative art and audio leads in culturalization conversations. This cross-functional view matters because a decision can create consequences far outside the original asset.

A symbol introduced by an artist may become part of the marketing campaign. A character-design choice may affect voice casting. A geopolitical reference may create legal or distribution concerns. A regional adaptation may affect community messaging. Culturalization therefore functions less like proofreading and more like risk-aware creative consultation.

Context is everything

Cultural analysis without context is as difficult as translation without context. A gesture cannot be judged only by looking at the gesture. You need to know who is making it, who they are making it to, why, where, in what emotional situation, what the gesture means inside the fictional world, and whether the game is reproducing a real culture or inventing one.

The same applies to maps, symbols, architecture, clothing, names, historical references, religious imagery, dialogue, and music. Kate describes context as fundamental to both linguistic and non-linguistic adaptation.

The question is not simply “What is this?” It is:

Why is this here, and what is it supposed to communicate?

That question often reveals whether a creative decision is meaningful worldbuilding or unexamined cultural shorthand.

How to represent real-world cultures without reducing them to stereotypes

Recognizable cultural cues are useful. The problem begins when they become the entire representation.

Kate uses Scotland as an example. Kilts, bagpipes, haggis, a recognizable accent, and the Loch Ness monster are all associated with Scotland. Some are genuine aspects of Scottish culture. They are also common stereotypes. A character covered in every recognizable cultural marker may communicate “Scottish” instantly, but that does not mean the portrayal has depth.

Real cultures contain regional differences, class differences, generational differences, urban and rural identities, conflicting attitudes, different lifestyles, and different relationships with tradition. Not every member of a culture performs its most globally recognizable symbols.

How can games represent cultures without falling into clichés?

Recognizable cultural details are not automatically wrong, but relying only on famous cultural shorthand can flatten a culture into a stereotype. In this clip, Kate Edwards explains why subtlety and specificity matter when games draw on real-world cultures.

If I say I'm Scottish, people think kilts, bagpipes, haggis, the Loch Ness monster, a thick accent. Those are undeniably parts of Scotland—and also stereotypes. Not every Scottish person wears a kilt or plays bagpipes. I know many Scots who hate haggis. It's subtlety.

Kate Edwards
Kate EdwardsCulturalization strategist; CEO, Geogrify

A useful question for creators is: why are we using this culture in the first place? If a game deliberately recreates a real location or community, authenticity may require detailed research and specialist expertise.

Kate gives an example from work on Indiana Jones and the Great Circle: NPCs around the Giza Plateau used Egyptian Arabic rather than a generic Arabic accent. The intention was specificity. For studios with sufficient resources, research may also include cultural consultants, historians, linguists, regional experts, local community input, and on-location research. Kate notes that some larger studios have sent team members to the places they are depicting so they can understand the environment and the people directly.

Not every studio can afford that. But the underlying principle scales down: go beyond the most obvious reference. Talk to people. Look at everyday life. Understand internal differences. Ask what makes the culture feel lived-in rather than merely recognizable. More on this in representing real-world cultures without clichés.

Fictional worlds are not culture-free

Fantasy and science-fiction settings often appear to offer creators complete freedom. There is no real country to offend, no real history to reproduce exactly, no existing society whose rules must be followed. But fictional worlds are still created by real people using real-world references.

Architecture comes from somewhere. Clothing comes from somewhere. Gestures come from somewhere. Ideas about family, government, religion, gender, death, heroism, class, and conflict come from somewhere. Even invented languages often draw on familiar linguistic sounds.

Kate describes fictional creative work as a combination of imagination and real-world inspiration. She uses the concept of allegorical distance: creators can begin with real cultural inspiration, but when they are not intentionally reproducing that culture, they should do enough creative work to make the fictional result meaningfully distinct.

Are fictional worlds really culturally neutral?

Fantasy and sci-fi worlds may be invented, but the creative choices inside them often come directly from real-world assumptions. In this clip, Kate Edwards explains how gestures, religious symbols, and other seemingly neutral choices can import real cultural meaning into fictional settings.

Almost every single thing that game developers make is a combination of real-world inspiration and imagination. It's fine to take something from the real world as the start of the creative process—but then you need enough allegorical distance so what you implement is sufficiently different from the real-world culture, unless your goal is to replicate that culture.

Kate Edwards
Kate EdwardsCulturalization strategist; CEO, Geogrify

One example from the conversation illustrates the problem particularly well. In a fictional universe, an artist had used a wooden cross as a grave marker. The cross looked like a generic shorthand for “someone is buried here.” But the fictional setting had no Christianity. So why would this culture use a Christian cross?

The question forces deeper worldbuilding. How do the people in this world treat death? Do they bury their dead? Do they leave markers? What does a grave marker look like? Is there a ceremony? Does a symbol represent death, memory, family, or belief? A cultural review transforms a default visual asset into a worldbuilding question—and that can make the fictional culture stronger, not weaker. See also why fictional game worlds still carry real-world cultural assumptions.

Gestures are not universal either

Creators often use familiar gestures because they are efficient. A character gives a thumbs-up; the audience understands that everything is okay. Except that gestures do not carry identical meanings everywhere. Kate notes that even a gesture as familiar as the thumbs-up can be interpreted very differently across cultures.

This becomes particularly interesting in fictional worlds. If an alien character uses a modern human thumbs-up, the choice may make the scene easier to understand—but it also imports a particular real-world convention into the fictional culture. Neither choice is automatically wrong. The useful question is whether it is intentional. A strong fictional world asks what this culture would actually do.

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Reactive and proactive culturalization solve different problems

Culturalization is often associated with risk prevention: avoid offensive content, geopolitical controversy, stereotypes, inappropriate symbols, and regulatory problems. That is one part of the work. But cultural insight can also create opportunity.

The conversation distinguishes between a risk-oriented approach and a more proactive one.

Risk-oriented culturalization

This asks what could produce a serious negative reaction, which cultural or geopolitical issues require attention, whether content could create a market-access problem, whether a symbol or historical reference carries unintended meaning, and whether the design could create avoidable controversy. The objective is mitigation.

Proactive culturalization

This asks whether the team can create something that speaks more directly to an audience, whether players in a market are responding strongly to the game, whether local cultural knowledge could make the experience more relevant, and whether a regional event, skin, feature, or campaign could strengthen engagement. The objective is not merely avoiding rejection. It is creating resonance.

Reactive vs. proactive culturalization

Culturalization can help teams identify risks—but it can also help them create experiences that speak directly to specific audiences. In this clip, Kate Edwards contrasts risk-oriented cultural review with proactive cultural adaptation designed for particular markets.

Reactive culturalization looks for things that cause offense and that people will react to negatively. Proactive culturalization is designing the game for a specific culture or demographic—like the Día de los Muertos skin we did for Temple Run 2 in Mexico.

Kate Edwards
Kate EdwardsCulturalization strategist; CEO, Geogrify

Kate gives the example of Temple Run 2 creating a Día de los Muertos-themed experience specifically for Mexico. The adaptation included changes to elements such as the UI, character design, and environment. According to Kate, the release saw a strong positive response because players felt that the game was speaking specifically to them. A similar approach was later used around Holi in India.

The larger lesson is important: culturalization does not have to be defensive. For games with strong analytics and agile live-ops pipelines, regional player growth may create opportunities for culturally specific content. More in reactive vs. proactive culturalization.

A studio could think about culturalization as a spectrum:

  1. Avoid preventable harm — Catch serious cultural, historical, political, or representational problems.
  2. Make the game compatible — Ensure the experience makes sense and works in the market.
  3. Improve local relevance — Adapt selected elements where the original experience does not translate cleanly.
  4. Create locally resonant content — Develop events, visual treatments, characters, or campaigns for a specific audience.
  5. Use cultural insight as part of growth — Let player behavior and market opportunity influence future creative decisions.

Not every game needs the final stages. The appropriate level depends on market priority, budget, genre, IP, audience, creative vision, and development flexibility.

Culturalization does not mean abandoning creative intent

A global game does not need to become culturally generic. Developers still decide which story they want to tell, what values the world represents, which conflicts matter, which characters belong in it, which themes they are willing to defend, and which changes they are willing to make.

Culturalization provides information. The creative team decides what to do with it. Kate describes her role as giving teams options: if you keep this decision, here is the likely consequence; if you change it, here is what that may improve; if you want to enter this market, here is what you should know. That preserves creative ownership. The goal is informed creativity, not content by committee.

Global relevance also has practical limits

Not every game will perform equally well in every region. Genre preferences vary. Player communities differ. Some markets may require significant adaptation, while others may need only modest changes. A studio therefore has to decide how far it is willing to adapt the core product.

The goal might be maximum global reach. But the creative and commercial decisions still belong to the studio. Ask yourself: How strategic is this market for you? How large is the existing audience? How much adaptation would the core IP require? Can you support players after launch? Will the change strengthen or weaken the intended experience—and will the market still be worth it by the time you ship?

That final question matters particularly for long development cycles. Cultural and geopolitical conditions change. A location or reference that seems relatively neutral during pre-production may become more sensitive several years later. Culturalization therefore involves not only understanding the current context, but monitoring how that context changes.

Localization can become another cultural feedback channel

Even when a game does not have a dedicated culturalization specialist, localization teams frequently surface cultural questions. Translators work at the point where the game begins interacting directly with another linguistic and cultural audience.

Localization teams often surface issues such as:

  • A joke with no meaningful equivalent
  • A character concept that works poorly in the locale
  • Gender or grammar the target language cannot leave ambiguous
  • Tone or character voice that shifts meaning in translation
  • UI text that exposes a source-design problem

Nadzeya Drahun describes localization project management as an orchestration role: gathering glossaries, style guides, character descriptions, screencasts, contextual information, translator questions, developer responses, and community feedback. That communication can go both ways. Developers provide context to translators. Translators provide local expertise back to developers. Player feedback returns from the market. The localization team helps make sure those signals reach the people who can act on them.

Context also protects character identity

Adaptation becomes especially difficult when a game has strong characters. The localized character should remain recognizably the same person. But a direct translation may not reproduce humor, personality, emotional tone, speech patterns, wordplay, or social register.

The localization team therefore needs enough freedom to adapt the expression without rebuilding the character from scratch. Useful context may include character descriptions, relationships, screenshots, screencasts, dialogue context, gameplay mechanics, story background, tone guidelines, and live sessions with the development team.

The objective is balance: adapt enough to make the character work in the target language without losing what makes the character themselves.

Player feedback matters—but panic is dangerous

No cultural review can guarantee that every player will like a game. That is not a realistic objective. Games can be criticized for creative choices, politics, representation, historical interpretation, character design, localization, genre, difficulty, business model, and community expectations.

Kate’s framing is that creators have to accept that some negative reaction is inevitable. The question is scale and significance. A small number of critics may simply reflect the fact that no creative work satisfies everyone. A large, concentrated reaction from a particular community may indicate that something more serious was missed.

Can you prevent players from criticizing your game?

Not completely. In this clip, Kate Edwards explains why the real objective is not zero criticism, but reducing the likelihood of preventable large-scale cultural mistakes.

Someone is going to hate their game whether they like it or not. We're not trying to reduce hate of a game to zero, because you can't. What you're trying to do is mitigate whether it's 30 people yelling at you or 30,000—because if it's the latter, you probably did something wrong. If it's 30 people, it's just another Monday.

Kate Edwards
Kate EdwardsCulturalization strategist; CEO, Geogrify

The important distinction is between unavoidable disagreement and preventable cultural failure. Studios need enough context to tell the difference. For a practical framing, see a practical approach to cultural risk in games.

Avoid knee-jerk cultural fixes

A negative player reaction naturally creates pressure to act. But a fast change in one market can sometimes create a new problem somewhere else. Kate uses relationships between Korea, Japan, and China as an example of why cultural and historical sensitivities need broader regional context. A fix designed only to satisfy one audience can inadvertently anger another if the development team does not understand the underlying history.

This is one reason cultural risk should be assessed before a crisis. When teams panic, they have less time, less information, more pressure, more public scrutiny, and fewer creative options. Early cultural work gives teams room to think.

Build a cultural-risk response process

When a cultural issue emerges after launch, teams can ask:

  1. What exactly are players reacting to? Identify the specific asset, character, symbol, line, map, event, marketing message, or historical reference.
  2. Who is reacting? Look at market, community, language, demographic, scale, and credibility.
  3. Why? Is the issue related to history, religion, politics, stereotyping, translation, representation, geopolitics, regulation, a factual error, or a misunderstanding?
  4. How widespread is the issue? Distinguish individual criticism, community concern, widespread market reaction, media escalation, and regulatory or platform risk.
  5. What would a change affect elsewhere? Before modifying the content, assess other markets, other languages, lore, story continuity, voice-over, UI, marketing, and legal requirements.
  6. Does the team actually agree a change is necessary? Creative disagreement is not automatically a production error. Determine whether the issue conflicts with the intended meaning, the company’s values, market goals, historical accuracy, or product requirements.
  7. What is the smallest effective intervention? Sometimes the issue requires a translation correction, a revised symbol, a changed asset, additional context, an apology, or a market-specific version. Sometimes the right decision is to keep the content as it is.

Culturalization supports that judgment; it does not replace it.

Culturalization also raises questions about studio values

Cultural review can begin with something seemingly small—a gesture, a costume, a symbol, a joke. But according to Kate, these discussions can eventually lead to larger questions: what values do we have as creators? What does our company want to be known for? What kind of representation do we consider acceptable? Where are we willing to compromise? Which creative decisions are fundamental to the work?

Those are not localization questions. They are product and company questions. That is another reason the process benefits from early involvement: the team needs time to think about them.

Do not enter a market you cannot support

Localization and culturalization are only part of creating a strong international player experience. Nadzeya Drahun raises another practical issue in the conversation: teams sometimes localize for a market without considering whether they can actually support players there.

A localized launch may create expectations around customer support, help materials, community management, updates, QA, live ops, and ongoing localization. If the game launches in a player’s language but all post-launch support disappears back into English, the experience becomes fragmented.

Before you localize for a market, confirm you can support it afterward—docs, QA, updates, and community in that language. Going global is an ongoing commitment, not a launch checkbox.

A practical game culturalization checklist

Before major creative decisions are locked, ask:

Worldbuilding

  • Which real cultures inspire the world?
  • Is the game reproducing them or creating an allegory?
  • Is there enough distance between inspiration and fictional culture?
  • Are fictional social systems internally consistent?
  • Are familiar cultural symbols being used intentionally?

Characters

  • Do characters rely on stereotypical cultural shorthand?
  • Are members of the same culture portrayed as individuals?
  • Are accents and dialects appropriate?
  • Are gestures culturally meaningful?
  • Do clothing and physical design imply unintended associations?

Narrative

  • Are historical or geopolitical references accurate enough for the intended experience?
  • Could an allegory map too directly onto a real conflict?
  • Are religious references intentional?
  • Does humor depend on assumptions that will not travel?

Art and environment

  • Do symbols carry unintended real-world meaning?
  • Are maps politically sensitive?
  • Is architecture appropriate to the represented culture?
  • Are graves, monuments, clothing, and rituals consistent with the fictional or real culture?

Audio

  • Are accents specific rather than generic?
  • Does music introduce cultural meaning?
  • Are lyrics or songs appropriate for the target context?
  • Do voices reinforce stereotypes?

Localization

  • Do translators have screenshots and context?
  • Are character descriptions available?
  • Are cultural questions escalated back to developers?
  • Does the localization team understand the game’s tone and world?

Market strategy

  • Which markets matter most?
  • How much adaptation is the studio willing to make?
  • Are local opportunities worth proactive adaptation?
  • Can the studio support players after launch?
  • Could geopolitical conditions change before release?

Testing and feedback

  • Are native experts or consultants involved where needed?
  • Are regional players represented in testing?
  • Is community feedback monitored?
  • Is there a process for evaluating cultural issues after launch?
  • Can fixes be assessed across multiple markets before they are deployed?

Culturalization should create better decisions, not safer-looking games

A useful culturalization process does not ask creators to remove identity from their games. It does not require every game to appeal equally to everyone. And it does not promise a world in which nobody objects to the finished product.

Instead, it gives creators more information. It helps a team understand that a design choice carries meaning. It reveals when a familiar cultural shortcut is doing too much work. It shows when a fictional world is borrowing assumptions it has never examined. It identifies risks while those risks are still inexpensive to address. And, when appropriate, it can reveal opportunities to speak more directly to a particular audience.

The creative vision still belongs to the studio. Culturalization helps that studio understand how the vision may be received once it leaves the room where it was created. That is what makes culturalization more than a final content check. It becomes part of designing a game for a global audience.

Continue exploring game culturalization

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About the Author
Kate Edwards
Kate Edwards
Culturalization strategist; CEO, Geogrify

Kate Edwards is a geographer and culturalization strategist who established digital content culturalization during her years as Microsoft’s geopolitical strategist (1992–2005). Through Geogrify she advises studios and tech companies on geopolitical and cultural risk and opportunity across games and other media. She is a former Executive Director of the IGDA and the Global Game Jam, founder of the IGDA Game Localization SIG, and has consulted on franchises including Halo, Age of Empires, Mass Effect, and Call of Duty. The video clips in this guide are from her Beyond Localization conversation with Nadzeya Drahun of Alconost.

About the Author
Nadzeya Drahun
Nadzeya Drahun
Customer Success Manager, Alconost

Nadzeya Drahun is a Customer Success Manager at Alconost. She previously led localization projects as Senior Localization Manager, spanning games, apps, and software—from kickoff through delivery, quality, and client communication. She brings the vendor-side view of how cultural issues surface in real localization workflows.

Frequently Asked Questions

What is game culturalization?
Game culturalization is the practice of evaluating and adapting a game’s content, world, and creative decisions so they communicate as intended across different markets. It looks beyond language at gestures, symbols, history, religion, geopolitics, character design, clothing, architecture, maps, and cultural representation—so teams can make informed creative choices rather than discover unintended meanings after launch.
How is culturalization different from localization?
For most teams, localization means linguistic adaptation: translating and adapting text, dialogue, and UI for another language. Culturalization is broader: making sure content is culturally adapted for a locale. Language is a central part of culture, but it is not the only part. The two functions overlap and reinforce each other—localization often surfaces cultural questions, while culturalization reviews meaning beyond words.
When should culturalization start in game development?
At the concept stage—while worldbuilding, characters, factions, symbols, and visual motifs are still flexible. Early review saves money and creative options; the same issue late in production may already exist across art, animation, levels, dialogue, cinematics, marketing, and voice-over. Treat culturalization as ongoing checkpoints through pre-production, production, pre-launch, and post-launch rather than a final content check.
Do fictional game worlds still need culturalization?
Yes. Fantasy and science-fiction settings are still built from real-world inspiration: architecture, clothing, gestures, ideas about family, government, religion, death, and conflict. Creators should maintain enough allegorical distance when they are not intentionally reproducing a real culture, and ask whether familiar shorthand (like a Christian cross as a generic grave marker) belongs in that fictional world.
What is the difference between reactive and proactive culturalization?
Reactive (risk-oriented) culturalization looks for content that may cause offense, geopolitical controversy, stereotypes, or market-access problems. Proactive culturalization designs experiences for a specific culture or demographic—such as a Día de los Muertos skin for Temple Run 2 in Mexico—so cultural insight creates resonance, not only risk mitigation.
Can culturalization prevent all player criticism?
No. Someone will dislike a game regardless of how carefully it is reviewed. The goal is not zero criticism—it is mitigating whether a problem draws a small number of critics or a large, concentrated reaction that suggests a preventable cultural failure. Studios still decide which creative choices to keep, change, or defend.
How does Alconost fit into game culturalization?
Alconost provides end-to-end game localization—translation, terminology, engineering, voice-over, and multilingual in-game QA—across 120+ languages. Localization teams often surface cultural issues involving tone, character identity, UI readability, wordplay, and cultural references, then escalate those findings back to developers so linguistic work feeds cultural feedback into the production pipeline.
What should studios check before locking major creative decisions?
Ask whether real cultures inspire the world and whether there is enough distance from them; whether characters rely on stereotypical shorthand; whether symbols, maps, and rituals carry unintended meaning; whether translators have context and a path to escalate cultural questions; which markets matter and how much adaptation the studio can support after launch; and whether there is a process for evaluating cultural issues when player feedback arrives.

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Software

SafetyCulture

5 000–8 000 words per month localized into JA, PL, TH, TA, SV-SE, VI, UK, ID, HI, KO, NO, PT-PT, RO, RU, TR, AR, BN, ZH-CN, ZH-TW, DA, FI, IT, DE, NL, FR, ES-ES, PT-BR, ES-MX

Veriff
Software

Veriff

12 000 words per month localized into ES-MX, ES-419, SO, SI-LK, VI, SL, SK, SR-CS, RO, PT-PT, PL, MS, MK, LT, LV, JA, HI, DE, KA, FR, FIL, NL, ZH-TW, ZH-CN, CA, BG, BN, ES-ES, PT-BR

Bitrix24 / Voice Responses
Media

Bitrix24 / Voice Responses

into DE, EN, ES, PT-BR, RU, UK

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DocuWare
Software

DocuWare

90,000 words localized into 23 languages for cloud & on-premises document management

Gartic Phone
Games

Gartic Phone

5 000 words localized into JA, AR, TH, CS, ID, FR, DE, ZH-CN, IT, NL, SV, RO, KA, FA, AZ

Bandsintown
Software

Bandsintown

Localization of Bandsintown app

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Aviasales
Websites

Aviasales

100,000 words localized into 12 languages for flight search platform

Endomondo
Software

Endomondo

10 000 words and counting localized into CS, HI, NO, TR and 12 more

Liferay
Software

Liferay

Localization of Liferay Platform

BattleTech
Games

BattleTech

Localization of the Battletech game

Goat Simulator
Games

Goat Simulator

Localization of the Goat Simulator game

Stellaris
Games

Stellaris

Localization of the Stellaris game

Movavi
Mobile Apps

Movavi

100,000+ words localized into 20+ languages for video editing software

Parimatch
Software

Parimatch

200,000+ words localized into FR, FR-CA, DE, HI, IT, JA, PL, PT, PT-BR, ES, ES-MX, TR for betting platform

Prequel
Mobile Apps

Prequel

Expanded Top-10 photo editing app to 100M+ Gen Z users worldwide

Ultimate Guitar
Mobile Apps

Ultimate Guitar

4,000 words localized into ES with LQA for Muse Group's guitar app

Wildlife Studios
Games

Wildlife Studios

75 000+ localized into FR, DE, IT, KO, RU, TR, PT-BR, ES-MX, UK, RO, AR

App in the Air
Mobile Apps

App in the Air

500,000+ words localized into PT-BR, PT, NL, KO, HI, FR, ES, SV, IT, TR, JA, AR, DE, ZH-CN, ZH-TW

Apptweak
Mobile Apps

Apptweak

100,000 words localized into JA, KO, ZH, FR for ASO analytics platform

Discourse
E-Learning

Discourse

55,000 words localized into ZH-CN, PT-BR, IT, FR, DE, AR, FI, JA, ES for open-source forum platform

Gcore
Software

Gcore

100 000+ words localized into ZH-CN, DE, ES, PT-BR

Grand Hotel Mania
Games

Grand Hotel Mania

100,000+ words localized from RU into 20 languages for hotel simulator game by Deuscraft

IllFonic
Games

IllFonic

IllFonic Inc.

InterSystems
E-Learning

InterSystems

550+ words localized into ES, FR, PT-BR, ZH-CN, JA

Kissflow
E-Learning

Kissflow

140,000+ words localized into IT, TH for low-code/no-code work platform

Klondike
Games

Klondike

50,000 words localized into DE, ES, IT, FR, PL, NL, JA, KO, ZH-CN, ZH-TW, PT-BR for VIZOR APPS

Clue
Software

Clue

Localization of Clue mobile app

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Dacadoo
Mobile Apps

Dacadoo

100,000+ words localized into 17 languages for digital health platform

My Cafe
Games

My Cafe

400 000 words and counting localized into FR, ES, PT-BR, KO and 6 more

Party Hard
Games

Party Hard

Localization of the Party Hard game

Planner 5D
Mobile Apps

Planner 5D

20,000 words localized into 24 languages for home design app

Punch Club
Games

Punch Club

20 000 words localized into ZH-CN, PL

Read case study
RICOH360 Tours
Software

RICOH360 Tours

18 000 characters localized into Japanese –> English, German, French, Spanish, Dutch

Sumsub
Software

Sumsub

7,000 words localized into 28 languages for identity verification platform

Transporeon
Software

Transporeon

50,000 words localized into 18 languages for logistics visibility platform

Aktiia
Websites

Aktiia

21,000 words localized into FR, DE, IT for blood pressure monitoring startup

Awarefy
Mobile Apps

Awarefy

30 000 characters localized into Japanese –> English

Baby Tracker
Mobile Apps

Baby Tracker

5 000 words localized into ES-LA, PT-BR, DE, UK

Circuit
Mobile Apps

Circuit

5,000 words localized into 30+ languages for delivery route planning app

CSAT
Software

CSAT

200 000+ words localized into AR, HE, IT, KO, PL, PT-BR, PT, TR, ZH-CN

Driivz
Software

Driivz

1 300 words localized into HR, CS, ET, FI, FR, FR-CA, DE, EL, HU, IS, IT, LV, LT, NO, PL, RO, SK, SL, ES-ES, SV

Foodback
E-Learning

Foodback

50,000 words localized into 12 languages for restaurant feedback platform

Gentler Streak
Mobile Apps

Gentler Streak

2 000 words per month localized into FR, DE, IT, ZH, ZH-HK, JA, KO

Harvest Land / Paris: City Adventure
Games

Harvest Land / Paris: City Adventure

200,000+ words localized from RU into 8 languages for Mysterytag games

Harvest Land
Games

Harvest Land

2 000 words per month localized into RU → EN, ES, PT-PT, FR, IT, DE, KO, JA, ZH

Hotel Life
Games

Hotel Life

12,000 words localized into 10 languages for hotel simulation game by Eidolon

HUB Parking
Software

HUB Parking

62,000 words localized into RU for smart parking solutions

Keenetic
Websites

Keenetic

30,000 words localized into PL, ES, FR, DE, SV, PT, IT for Wi-Fi router manufacturer

Charm Farm
Games

Charm Farm

Localization of Charm Farm Game

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Zombie Castaways
Games

Zombie Castaways

Localization of the Zombie Castaways game

Meisterplan
Software

Meisterplan

74,500 words localized into ES, FR, DE for project portfolio management

Onde
Mobile Apps

Onde

up to 1 000 words per month localized into SV, RW, DA, SQ, PL, KM, ET, MY, ZH-HANS, FI, DE, LV, HE, NL, HR, SK, NO, LT, IT, TH, SO, ID, IS, UR-PK, ZH-HANT, CS, UK and 10 more

OpenProject
Software

OpenProject

1 000+ words per month, up to 150 000 localized into FR, ZH-CN, ES-ES, IT, PL, PT-PT, PT-BR, KO, UK

Pillow
Software

Pillow

100,000+ words localized into 13 languages for sleep tracking app by Neybox

Playwing
Games

Playwing

40 000+ words localized into AF, AR, BN, MY, HR, CS, NL, ET, FR, KA, DE, EL, HU, ID, MS, PL, PT, RU, SK, ES, SV, TH

Clash of Kings
Games

Clash of Kings

Proofreading of in-game text for Clash of Kings

Read case study
Soundiiz
Software

Soundiiz

15,000+ words localized into 14 languages for music playlist transfer app

Speakap
Mobile Apps

Speakap

5,000 words localized into DE, NL, ES for employee communication app

Stripo
Websites

Stripo

25 000 words localized into PT-BR, TR, CS, FR, DE, IT, ES, PL, ZH-TW, NL, SL

Sufio
Mobile Apps

Sufio

3 000 words localized into FR, DE

Tonsser
Mobile Apps

Tonsser

40,000 words localized into ES-US, PT, SV, DE for football community app

Vizor
Games

Vizor

into ES-ES, NL, PL, ZH-CN, ZH-TW, PT-BR, IT, KO, FR, DE

Read case study
Alvadi
E-Commerce

Alvadi

Multilingual SEO for automotive supplier expanding to 30+ markets

BoxHero
Software

BoxHero

10000 localized into ES-419, ZH-CN, ZH-TW

Epic Roller Coasters
Games

Epic Roller Coasters

4,000 words localized into ZH-CN, FR, DE, JA, KO, RU, ES for VR game by B4T Games

Dating Apps Bundle
Mobile Apps

Dating Apps Bundle

50,000 words localized into 36+ languages for Red Panda Labs dating apps

Face Yoga
Mobile Apps

Face Yoga

2,000 words localized into ES-419, PT-BR for skincare app by Tepluhab

Forest Bounty
Games

Forest Bounty

10,000 words localized from RU/EN into ES, FR, PL, PT-BR for VigrGames

Game Localization — MTPE
Games

Game Localization — MTPE

Anonymized case — under NDA

Read case study
HUD App
Software

HUD App

10,000 words localized into 18 languages for dating app

DreamCommerce
E-Commerce

DreamCommerce

Localization of DreamCommerce Platform

Read case study
Jooble
E-Learning

Jooble

10 000 words localized into ES, PT, KO, JA and 11 more

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Smarty CRM
Software

Smarty CRM

Localization of Smarty CRM platform

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Targetprocess
Software

Targetprocess

Localization of Targetprocess platform

Mahjong Treasure Quest
Games

Mahjong Treasure Quest

30 000 words localized into EN → JA, MTPE: EN → PL, NL, KO, ZH-CN, ZH-TW, DE, FR

Primagest
Websites

Primagest

80 000 characters localized into JA → EN, ZH

Raymy
Software

Raymy

80 000 characters localized into Japanese –> English, Chinese (traditional),Vietnamese, Hindi

Sana Commerce
E-Commerce

Sana Commerce

Bi-weekly B2B e-commerce platform updates in 22 languages

Swappy Dog
Games

Swappy Dog

25,000 words localized from RU into 19 languages for match-3 game by Funmatica

Swoo
Mobile Apps

Swoo

30,000 words localized into ES, IT, PT for digital wallet app by CARDS/MOBILE

EnjoyGaming
Games

EnjoyGaming

500 words per month localized into DE, ES, FR, HI, IT, JA, KO, PT, PT-BR, RU, SV, TR, UK

2Solar
Software

2Solar

10,500 words localized into DE for solar software platform

24 Hour Home Care
Software

24 Hour Home Care

2,590 words localized into ES-419 for healthcare staffing company

ActiveMap
Software

ActiveMap

18 000 words localized into AR

Adizes Institute
E-Learning

Adizes Institute

5,850 words localized into HE for leadership consulting platform

AI Chat Smith
E-Learning

AI Chat Smith

1 500 words per month localized into ES, JA, RU, ZH, DE, FR, PT-BR

Alice VR
Media

Alice VR

8 phrases localized into CA, EN, ES, RU

Read case study
Appewa
E-Learning

Appewa

100+ words localized into 20 languages for language learning app by Lithium Lab

Associations
Games

Associations

3 000 words localized into TR, PL, SV-SE, NO, DA, CS, SK, HU, JA, KO, and 7 more

Aviloo
Software

Aviloo

5,000 words MTPE from DE into DA, NL, FR, IT, SV, NO for EV battery diagnostics

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Berry Factory Tycoon
Games

Berry Factory Tycoon

1 500 words every two months localized into RU → EN, KO, JA

BestChange
Websites

BestChange

2 000 words per month localized into NL, PL, SV

Blink
E-Learning

Blink

32 300 words localized into FR

Bunny Boom
Games

Bunny Boom

3 000 words localized into DE, ES, FR, IT, JA, KO, PT-BR

Life is Feudal
Media

Life is Feudal

Character voiceovers for Life is Feudal: Your Own

Read case study
Cosmos VR
Media

Cosmos VR

2 000 words localized into CA, DE, EN, ES

Read case study
Darksy Cleaner
Mobile Apps

Darksy Cleaner

1,400 words localized into 9 languages for iOS photo cleaner app

Days After
Games

Days After

500 words every 1.5 months localized into RU → EN, PT-BR, ES; EN → DE, FR, KO, AR, ZH-TW, ZH-CN, NO, PL, TH, CS, JA and 10 more languages on demand

Dople
Software

Dople

11 500 characters with space localized into KO → JA

eSIM Provider
Websites

eSIM Provider

around 30 000 words when requested localized into SQ, AR, HU, IT, IS, NL, FR, DE

EXR
Games

EXR

12 000 words localized into ES, FR

GoodCrypto
Software

GoodCrypto

2 000 words per month localized into AR, ZH, FR, DE, ID, IT, KO, PT-BR, ES, TR, VI

Haiku
Games

Haiku

10 000+ words localized into ES-419, PT-BR, DE, JA, ZH-CN

Impulse
E-Learning

Impulse

Impulse - Brain Training

IQ Dungeon
Games

IQ Dungeon

IQ Dungeon - Riddle Solving RPG

Knights and Brides
Games

Knights and Brides

Knights & Brides

Lexilize
E-Learning

Lexilize

7 000 words localized into FR

Darklings
Games

Darklings

1 000 words localized into JA, ZH, ES, RU, IT, FR, DE, PT, KO

Kill Shot Bravo
Games

Kill Shot Bravo

Localization of Kill Shot Bravo

Next Stop
Games

Next Stop

7 500 words localized into FR, DE, EN, JA

EcoCity
Games

EcoCity

Localization of the EcoCity game

Forced Showdown
Games

Forced Showdown

Localization of the Forced Showdown game

Minion Masters
Games

Minion Masters

Localization of the Minion Masters game

Outpost Zero
Games

Outpost Zero

Localization of the Outpost Zero game

Streets of Rogue
Games

Streets of Rogue

Localization of the Streets of Rogue game

Tamadog
Games

Tamadog

Localization of the Tamadog game

Valentine's Day
Games

Valentine's Day

into DE, FR, IT, ES, PT-BR

Mimic Logic
Games

Mimic Logic

13 000 characters localized into JA → EN, ZH-CN

Mini Golf 100+
Games

Mini Golf 100+

10 000 characters localized into Japanese –> English, German, French, Spanish, Korean, Chinese (tw), Chinese (zh), Portuguese (Brazil)

Mini Mini Farm
Games

Mini Mini Farm

8 500 characters localized into Japanese –> English

mod.io
Games

mod.io

500 words localized into ZH-TW, ZH-CN, DE, IT, JA, KO, PL, RU, ES

MySignature
Websites

MySignature

1 500 words per month localized into IT, FR, NL, FI, PL, DE, ES, PT

Parasite Days
Games

Parasite Days

70 000 characters localized into Japanese –> English

PDIS
Software

PDIS

2 346 characters with space localized into KO → EN

PosterMyWall
E-Learning

PosterMyWall

1 000 words per month localized into ZH-HANS, DA, NL, FR, DE, ID, IT, PL, PT, RU, ES, TH

Prospre
Software

Prospre

7 000 words localized into ZH-CN, FR, DE, IT, JA, PT-BR, ES-419

Ruins Magus
Games

Ruins Magus

38 000 characters localized into Japanese –> English

Samedi Manor
Games

Samedi Manor

2,000 words localized from RU into 7 languages for idle game by Black Caviar Games

Soltec Health
E-Learning

Soltec Health

17 000 words per 6 months localized into JA

Soma Development
Software

Soma Development

8 000 words localized into AR, ZH-CN, FR, DE, ID, IT, JA, PT, RU, VI, ES-419

Sonnet of Wizard
Games

Sonnet of Wizard

224 261 characters localized into Japanese –> English

Sportplus
Websites

Sportplus

800 words localized into AR, HI

Hotel Project
Games

Hotel Project

3,622 words localized into PT-BR for merge game by Next Epic

Tovie AI
Software

Tovie AI

4,800 words localized into ES, PT-BR for conversational AI platform

Ultight
Software

Ultight

5 046 characters with spaces localized into KO → EN

Underground Waifus
Games

Underground Waifus

4 300 words localized into JA, ZH-CN, KO, FR, IT, DE

UNNI
Software

UNNI

15 000 words per month localized into TH

Vlad & Niki
Games

Vlad & Niki

15,000 words localized into 10 languages for kids claymation game by RUD present

Kerish Doctor
Media

Kerish Doctor

Voiceovers for the Kerish Doctor software

Read case study
Welcome Bot
Software

Welcome Bot

2 000 words localized into UK, LT, AR, ES, FR, DE, PT, IT, PL, HE, ID, TR, HI, VI, MS, TH, CS, NL

WRD
Media

WRD

WRD – Learn Words App Voiceover

Read case study
Azur Games
Games

Azur Games

200 – 500 words per order localized into ID, PL, IT, TR, ZH-CN, ZH-TW, KO, PT-BR, JA, FR, ES, DE, TH, HI

Conf.app
Software

Conf.app

4,500 words localized into IT, ZH-CN, PT-BR, DE, ES for event management app

Character Bank
Software

Character Bank

Localization for Character Bank software platform

Coffee Break
Software

Coffee Break

Localization for Coffee Break software platform

Google
Software

Google

Localization for Google

GROOVE
Software

GROOVE

Localization for GROOVE X

Hakali
Software

Hakali

Localization for Hakali

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