The Complete Game Localization Workflow: From Source Strings to In-Game QA

A game can be translated accurately and still feel wrong: dialogue that sounds unnatural, a button label too long for the interface, a line beside the wrong object or in the wrong grammatical gender. That is because game localization is a production workflow—not a word-for-word transfer. This guide walks through it end to end, from preparing source strings to testing translations inside the live game.

That is because game localization is not simply the transfer of words from one language to another. It is a production workflow that connects writing, design, engineering, translation, terminology management, testing, and ongoing updates. The quality of the final player experience depends not only on the translators. It also depends on the context they receive, the way the game is built, the timing of localization work, and the quality checks performed after the text is implemented.

A successful localized game should not feel like a translated version of something else. It should feel as though it was created for the player’s language from the beginning. This guide walks through the complete workflow, from preparing source strings to testing translations inside the live game.

It draws on the Level Design Lobby conversation between host Max Pears and Yana Tarasevich, Localization Team Lead, Alconost, on what game localization actually involves.

In this series — focused guides on five stages of the workflow:

Prefer the full conversation?

In this episode of Level Design Lobby, Max Pears speaks with Yana Tarasevich about context, dialogue, UI, internationalization, terminology, translation memory, updates, language-specific technical constraints, and localization QA inside the game.

Game localization is more than translation

Translation focuses on conveying meaning from one language into another. Localization goes further: it adapts the game for a specific audience, market, and cultural context—tone, humor, character voice, interface fit, local scripts, and in-game testing included.

The objective is not merely to ensure that players understand the words. It is to make the entire experience feel natural. A literal translation may communicate the basic meaning of a line while losing its emotional effect. A joke may no longer work. A villain may sound too polite. A tutorial may become confusing because the translated instruction no longer matches the button shown on screen.

Game localization therefore requires linguistic accuracy, creative judgment, technical preparation, and knowledge of how each string functions inside the game. Localization is not the same as plain translation—and humor and wordplay need adaptation, not a word swap. That distinction matters from the first string.

Different types of game content require different approaches

A game rarely contains only one kind of text. Common content types include:

  • User-interface strings, menus, and buttons
  • Item names and achievement names
  • Tutorials and quest descriptions
  • Narrative text, dialogue, and subtitles
  • System messages
  • Store descriptions and patch notes
  • Marketing materials
  • Player-support content

Each category creates different localization challenges.

User-interface text

UI strings are often short and repetitive. That can make them appear simple, but their brevity also removes context. A translator who sees the word “Open” may not know whether it refers to opening a door, an inventory, a chest, or a file—or to a status showing that something is available. The correct translation may differ in each case. UI text must also fit into limited space: a concise English label may become significantly longer in another language.

Narrative and dialogue

Narrative text gives translators more linguistic context, but different challenges. A translator may need to know who is speaking, to whom, the character’s personality and emotional state, the scene or quest, and whether the player can choose between responses.

Dialogue trees are especially demanding. A line cannot always be translated correctly in isolation because its meaning may depend on which branch the player selected. Character gender, companion choice, and previous gameplay decisions may also affect grammar and tone. See localizing game characters for how voice and personality carry across languages.

Repeated game terminology

Character names, item names, abilities, achievements, locations, factions, and game mechanics must remain consistent. Even a small inconsistency can confuse players. If the same item is translated two different ways across menus, quests, and patch notes, players may assume the text refers to two different objects. This is why terminology management becomes a core part of the workflow.

Step 1: Prepare the game for localization

The best localization workflows begin before the game is ready to translate. This does not mean every line needs to be finalized or localized during early development. It means the game should be built so that localization can happen without major technical rework—a practice usually described as internationalization: designing the game so it can support different languages, scripts, formats, and regional conventions.

When should you start localizing your game?

In this clip, Yana Tarasevich explains why localization planning should begin early—even when the translation work itself happens later. From her Level Design Lobby conversation with Max Pears.

It makes a lot of sense to think about localization even when you start, because localization gives you a lot of new users and players. To do it properly, you need to keep your game internationalized—your text strings stored in a separate file, not hard-coded anywhere in the game, so you can translate them into any language and put them back. That’s step one. After that, you can localize step by step, at any tempo you prefer.

Yana Tarasevich
Yana TarasevichLocalization Team Lead, Alconost

Keep text separate from the code

Game text should be stored in resource files, string tables, a content-management system, or another structure that allows it to be exported and reimported. Hard-coded text forces developers to extract it manually, may require code changes for each translation, makes updates hard to track, and turns every new language into engineering work. Separating content from code makes the workflow repeatable.

Use stable string identifiers

Each source string should have a unique, stable identifier. Avoid relying only on the source text as the identifier, because source wording changes. Stable IDs make it easier to track updates, preserve previous translations, identify where a string appears, report bugs, connect translation tools to the game, and avoid accidental duplication.

Avoid constructing sentences from fragments

A sentence assembled from separate fragments may work in English but fail in another language. Stitching together “You have” + a number + “new items” assumes English word order, agreement, and plural rules. Whenever possible, store complete sentences and use properly supported variables.

Support text expansion

Translated strings are often longer than the English original. Menus, buttons, dialogue boxes, and HUD elements should allow text to expand. Rigid layouts lead to truncation, overlapping elements, unreadably small fonts, broken navigation, and missing text. Flexible UI design reduces the need for awkward abbreviations later.

Plan for different scripts and directions

A localization-ready game should support the characters and display rules its target languages require: Unicode support, appropriate fonts, right-to-left layout, bidirectional text, complex character shaping, language-specific line breaking, and local punctuation rules. Test these early, especially when Arabic, Hebrew, CJK languages, or other non-Latin scripts are planned.

Support grammatical variation

Some languages require information English may not express explicitly—gender, number, formality, case, plural categories, and speaker or listener identity. The game’s string system should let translators handle these differences without forcing unnatural phrasing.

Getting this stage right is usually the biggest lever for avoiding expensive fixes later. Planning does not mean translating everything now. For a focused walkthrough, see how to avoid expensive game localization rework and our checklist on how to prepare a game for localization.

Step 2: Create a clean source-text workflow

Localization quality depends heavily on source-text quality. Unclear, inconsistent, or unfinished English creates additional work in every target language. Before sending content for translation, teams should establish a source-of-truth system, clear ownership, an approval process, rules for late changes, consistent terminology, and a method for sharing context.

Assign content owners

Every major content area should have someone who can answer questions—a narrative designer, level designer, quest writer, UI designer, producer, game designer, or localization manager. The relevant contact may differ from one quest, system, or feature to another. Localization teams need to know who understands the intention behind the text.

Stabilize source content where possible

Translating text that continues to change creates duplicate work, version confusion, inconsistent updates, missed changes, delays, and additional cost. Some teams use a formal string freeze before localization begins. Live-service and continuous-development projects may not be able to freeze all content, but they still need rules for marking strings as ready, tracking revisions, identifying changed content, and handling urgent late updates.

Reader checkpoint: Before the next translation round, confirm who owns each content area and how late string changes get flagged. Without that, you will pay for the same lines twice—see how to avoid expensive game localization rework.

Step 3: Give translators the context they need

One of the most common localization problems is sending translators a spreadsheet or string table without enough information to understand what the text means. A translator may see thousands of disconnected lines while the development team sees a complete world, interface, quest, and gameplay system. That gap creates avoidable mistakes.

What do game translators need from developers?

In this clip, Yana Tarasevich explains why isolated UI strings and dialogue lines are rarely enough for translators to make confident decisions. From her Level Design Lobby conversation with Max Pears.

When translators get strings with just the words for some rewards you can get in a game, but no images, sometimes you just don’t know the difference between a chest, a bag, and a treasure chest—or what that difference should be in the target language. They need the images to translate correctly. That is why, for game localization, it is super important to have as much context as you can get.

Yana Tarasevich
Yana TarasevichLocalization Team Lead, Alconost

Provide screenshots and visual references

Images help translators see which object a string describes, where a button sits, how much space is available, and what visual tone the game uses. Without an image, a reward might be a bag, box, chest—or something more specific—and the wrong word sticks.

Explain gameplay function

For each string, translators should understand what it does: the screen or menu, the player action, and the expected outcome. A short label is far easier to translate when its function is known.

Provide character profiles

Dialogue translation improves when translators know a character’s age, gender, personality, relationships, and speech habits. A sarcastic, formal, or playful character should not sound neutral.

Share dialogue branches

Translators should see where a conversation begins and where each branch leads—so tone, continuity, and character reactions stay intact. A line that looks harmless in isolation may lead to anger, affection, failure, or a major narrative choice.

Define the target audience and tone

Localization teams should know the player age range, genre expectations, brand voice, formality level, and whether creative adaptation is encouraged. Those decisions affect vocabulary and style across the game.

Establish a query process

Translators will still have questions, even with strong preparation. The workflow should provide a clear place to submit them, a designated responder, response deadlines, shared visibility, and a record of approved decisions—so the same question does not need to be resolved repeatedly.

Reader checkpoint: Before your next handoff, attach screenshots and character context to your highest-volume and highest-visibility strings. It is the cheapest quality improvement available. For the full playbook, see what game translators need from developers.

Want a context pack that gives translators everything they need up front?

Get a context pack

Step 4: Build terminology and reference assets

As the project grows, the localization team needs shared assets that preserve consistency. The two most important are the glossary and translation memory.

Glossary

A game glossary holds approved translations for high-stakes terms—characters, locations, items, abilities, achievements, and mechanics—plus notes on gender, pronunciation, and usage. Good entries explain what each term means, not just how to spell it. Without it, the same item can get three different names by launch.

Translation memory

Translation memory stores source segments together with their approved translations. When similar text appears later, the system surfaces previous matches—so you reuse approved wording, keep consistency, and translate only what changed. It is especially valuable for games with frequent patches, seasonal content, or DLC. Skip it and every patch re-negotiates names you already paid to approve.

Style guide

A game localization style guide should define tone, register, UI conventions, naming rules, dialogue style, and gender/inclusivity guidance—so multiple translators produce text that feels like one coherent game.

Step 5: Choose the right translation workflow

Not every game string requires the same process. The right workflow depends on the content’s purpose, visibility, risk, and quality requirements.

Content typePrioritiesTypical approach
UI and system textClarity, brevity, consistency, space constraintsHuman translation with glossaries, screenshots, and in-context testing
Narrative and dialogueVoice, character consistency, emotion, branch continuityTranslators with creative writing ability and game familiarity
Marketing and store contentPersuasive impact over literal structureTranscreation rather than direct translation
Patch notes and live updatesFast turnaround, terminology alignmentTranslation memory plus established workflows
Large, low-visibility textVolume, speed, low individual riskMachine translation with post-editing, monitored

Machine translation can support parts of a game-localization workflow—large low-visibility content sets, internal references, early drafts, repetitive technical text, and content triage. But player-facing dialogue, narrative, humor, and high-impact UI usually require substantial human judgment. For where automation helps and where it does not, see machine translation for game localization and how AI fits into localization.

Step 6: Implement translations carefully

Once translations are approved, they must be integrated into the game. This stage can introduce issues even when the linguistic work is correct:

  • Wrong string mapped to the wrong ID, or missing translations
  • Broken placeholders, incorrect variables, or encoding problems
  • Unsupported characters, font fallback, or text-direction issues
  • Truncated UI, incorrect line breaks, or old translations left in the build

Any of these can delay LQA or break a build. A structured handoff between localization, engineering, and QA reduces the risk: verify file formats, encoding, placeholder integrity, build version, language assignment, string completeness, import results, and fallback behavior.

Step 7: Test localization inside the game

Reviewing translations in a localization platform is not enough. Translators often work with strings outside the final visual and gameplay context and may not see how the pieces fit together until the content is implemented. Localization QA, or LQA, checks the translated game in the live build.

Why does every localized game need QA testing?

In this clip, Yana Tarasevich explains why native-speaker testers should review the implemented localization in the live screens, levels, and gameplay—not only in a translation table.

For any localized digital product, and a game especially, I always recommend finishing localization with localization quality assurance: the translations are already implemented, and a native-speaking tester goes through the screens and levels to see if everything looks genuine in context. Translators work in their own systems and never see the whole result—LQA is how you make sure it all works together.

Yana Tarasevich
Yana TarasevichLocalization Team Lead, Alconost

Why native-speaker testing matters

A native-speaking tester can catch what general functional QA often misses: unnatural phrasing, wrong tone, incorrect grammatical gender, dialogue that does not fit the scene, and meaning that only breaks in context. They evaluate not only whether the game works, but whether it feels right. For a deeper look, see why native-speaker testing matters in game localization and how LQA differs from proofreading.

What localization QA should test

Linguistic issues: mistranslation, grammar, spelling, punctuation, terminology, tone, register, consistency, and cultural appropriateness.

Visual issues: truncation, overlap, incorrect line breaks, small fonts, broken alignment, missing glyphs, text-direction errors, and subtitle display problems.

Functional issues: wrong or missing strings, broken variables, incorrect button prompts, invalid links, text that prevents progression, language fallback, and incorrect language selection.

Contextual issues: dialogue that contradicts the scene, a wrong item name beside an image, incorrect speaker gender, text that does not match the player action, inconsistent quest information, and mismatches between subtitles and audio.

Report issues with enough detail

A useful localization bug report should include the language, build, platform, where it appears in the game, a screenshot or video, current vs expected text, category, severity, and reproduction steps. Clear reports make fixes faster for linguists, developers, and QA.

Step 8: Handle language-specific technical challenges

Different languages reveal different weaknesses in game design. A system that works in English may fail when exposed to another script, longer text, different grammar, or a different reading direction.

Which languages create the trickiest localization challenges?

In this clip, Yana Tarasevich explains why some languages force studios to make their UI more flexible—before the interface breaks in production.

Technically, Arabic is always a challenge, because you need to make sure your game supports the fonts and the writing—the direction of writing is not the same as in English. Among European languages, German and Italian are difficult because they are really long languages, with long words. When you put them in as is, the interface just breaks, and you need to come up with new options to make the text shorter while still conveying the meaning.

Yana Tarasevich
Yana TarasevichLocalization Team Lead, Alconost

Arabic

Arabic creates several technical considerations: right-to-left writing, bidirectional text, letter shaping, font support, and mirrored layouts. A game may display Arabic characters and still present them incorrectly—so testing must confirm the script is shaped, ordered, and aligned correctly.

German and Italian

German words and phrases can be significantly longer than their English equivalents, leading to button overflow, truncated menus, broken HUD elements, awkward abbreviations, and reduced readability. Italian can also require more space than English, particularly in instructional and descriptive text. Flexible UI components are preferable to forcing translators to remove meaning.

Other language considerations

Different projects may also need to prepare for CJK fonts, complex plural rules, gender agreement, formal vs informal address, and locale-specific punctuation. There is no single “hardest” language—difficulty depends on source, target, architecture, and content type. For one market’s specifics, see Japanese game localization. The broader lesson: let localization influence design before problems appear; the full breakdown is in the trickiest languages in game localization.

Step 9: Maintain localization through updates and patches

Localization does not end when the game launches. Patches, DLC, seasonal events, and live-service content keep changing the text. Without a structured workflow, each update can reintroduce inconsistency.

How do you update a game without breaking its translations?

In this clip, Yana Tarasevich explains how glossaries and translation memory keep patches and live updates consistent after launch.

Translating a game doesn’t end with translating what’s in it—we deal with updates, patches, and in-game information. After the main content is translated, we already have assets that keep everything consistent: for every game we have a glossary with the main terms—names of characters, items, achievements—and a translation memory that stores everything translated before. If even half of a new sentence has been translated already, we can find it and reuse it for consistency.

Yana Tarasevich
Yana TarasevichLocalization Team Lead, Alconost

Reuse existing terminology

New content should follow established names for characters, items, locations, mechanics, abilities, achievements, factions, and currencies. Changes to approved terminology should be deliberate and documented.

Use translation memory for repeated content

When part of a new string matches previous text, translation memory can surface the existing translation. This lets the team preserve continuity while reviewing only what has changed.

Track changed strings precisely

A strong update workflow distinguishes between new, modified, unchanged, deleted, and reused strings. Sending the entire database for translation after every update creates unnecessary work and increases the risk of accidental changes.

Run regression checks and keep assets current

Updates can break previously correct localization, so regression testing should cover core UI, previously translated quests, terminology, fonts, variables, and language selection. After each release, update the translation memory, glossaries, style guides, and screenshots—these assets become the foundation for the next cycle. For the full approach, see how to update a game without breaking its translations.

Step 10: Treat localization as an ongoing production function

The strongest localization workflows are not isolated from game development. They connect localization to narrative design, UI, engineering, production, QA, marketing, and live ops. Include localization early and you catch hard-coded text and rigid UI while they are still cheap to fix.

Bring the localization team in early enough to flag interface constraints, ambiguous source strings, unsupported scripts, cultural issues, missing context, unrealistic timelines, and update-management problems. Done well, this does not slow development—it reduces rework, improves consistency, and makes multilingual releases more predictable.

Ready to set up localization for your next language?

Get a game localization quote

A practical game localization checklist

Before localization begins, confirm that:

Technical preparation

  • Text is not hard-coded and strings have stable IDs
  • Resource files can be exported and imported
  • Variables are documented and fonts support target languages
  • UI can handle text expansion and right-to-left support is available where needed
  • Full sentences are used instead of fragments where possible

Source-content preparation

  • Source text is approved and content owners are identified
  • Late-change rules are defined
  • Context, screenshots, and character information are available
  • Dialogue branches are visible and tone and target audience are defined

Linguistic preparation

  • A glossary, style guide, and translation memory exist
  • Naming rules are approved and sensitive content is flagged
  • Translators have game and genre experience

Implementation and QA

  • File formats are validated, placeholders protected, encoding correct
  • Missing strings are detected and language fallback is tested
  • Native-speaker testers review the game in context, covering screens and levels
  • Linguistic and functional issues are logged with screenshots and retested

Updates

  • New and changed strings are identified
  • Glossaries and translation memory are maintained
  • Regression testing is planned
  • Patch notes and player communications are included

The goal is not translated text. It is a native player experience.

Players do not experience localization as a spreadsheet, string table, or translation-memory match. They experience it as a character’s voice, a clear menu, a believable quest, a readable interface, a correctly named item, a joke that works, a subtitle that fits the moment, and a world that feels coherent.

That experience is shaped by every stage of the workflow. Good game localization begins with internationalization, improves through context and collaboration, stays consistent through terminology assets, and is validated through native-speaker testing in the live build.

When those stages work together, players are less likely to notice the localization at all. They simply feel that the game was made for them.

About the Author
Yana Tarasevich
Yana Tarasevich
Localization Team Lead, Alconost

Yana Tarasevich leads localization teams at Alconost, coordinating game translation, terminology management, and multilingual QA across software, apps, and video games. The video clips in this guide are from her conversation with Max Pears on the Level Design Lobby podcast. Read more from Yana on localizing video games.

Frequently Asked Questions

What is game localization?
Game localization is the full production workflow that adapts a game for players in another language and culture—not just translating text. It connects writing, design, engineering, translation, terminology management, and testing so the finished game feels as if it were made for the player’s language from the start.
How is game localization different from translation?
Translation conveys meaning from one language to another. Localization also adapts tone, humor, character voice, cultural references, and interface constraints, then validates the result inside the live game. A line can be translated accurately and still feel wrong if it breaks the UI, uses the wrong grammatical gender, or does not fit the scene.
When should you start localizing a game?
Localization planning should begin early—even if translation happens later. The key first step is internationalization: storing text in resource files or string tables instead of hard-coding it, so strings can be exported, translated, and reimported without engineering rework for every new language.
What is internationalization in games?
Internationalization (i18n) is designing the game so it can support different languages, scripts, formats, and regional conventions without major engineering rework. In practice that means separating text from code, using stable string IDs, allowing UI text expansion, and planning for scripts and reading directions beyond English.
What context do game translators need?
Screenshots and visual references, the gameplay function of each string, character profiles, dialogue-branch structure, and defined target audience and tone. Without context, translators cannot reliably distinguish a chest from a bag, match character voice, or handle gendered and branching dialogue.
What is localization QA (LQA) and why does a game need it?
Localization QA checks the translated game in the live build. Native-speaker testers move through screens, levels, and gameplay to catch linguistic, visual, functional, and contextual issues that never appear in a translation table—truncation, wrong grammatical gender, dialogue that contradicts the scene, or text that blocks progression.
How do you keep translations consistent across updates and patches?
Reuse established terminology through a glossary, use translation memory to reapply approved translations, track new versus changed strings precisely, and run regression checks after each release. These assets let teams translate only what changed while keeping characters, items, and mechanics consistent.

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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

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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

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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

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HUD App
Software

HUD App

10,000 words localized into 18 languages for dating app

DreamCommerce
E-Commerce

DreamCommerce

Localization of DreamCommerce Platform

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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

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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

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Cosmos VR
Media

Cosmos VR

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

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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

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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

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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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