What Game Translators Need From Developers to Do Their Best Work

Game translators are often handed thousands of strings from a game they have never played—button labels, dialogue lines, item names—without enough information to know what those strings mean in context. A translation can be grammatically perfect and still wrong for the scene. This guide is the context checklist studios should prepare before sending content for localization.

The word “Open” may refer to a door, inventory, chest, menu, file, or status. A line of dialogue may sound neutral in isolation but need to communicate fear, sarcasm, affection, or anger in the scene. A short item name may be impossible to translate confidently without seeing the object it describes.

Translators do their best work when you give them more than text: context, visual references, character notes, gameplay details, terminology, technical constraints, and someone who can answer questions. This guide is a companion to The Complete Game Localization Workflow, expanding the context stage into a practical checklist.

What do game translators need from developers?

In this clip, Yana Tarasevich explains why isolated strings are rarely enough for confident translation. 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

Why strings alone are not enough

Developers and translators experience game content very differently. A developer may know a string appears on a reward screen, beside an image of a wooden chest, after the player completes a quest, inside a narrow mobile button. The translator may see only:

Chest

Without context, they may not know whether the word refers to a treasure chest, a storage container, a piece of armor, part of a character’s body, a category of items, or a location in the interface. Short strings are especially difficult because they contain very little linguistic information. Dialogue lines may contain more words, but they can still be ambiguous when separated from the speaker, scene, or branch. Giving translators more context reduces guessing, queries, corrections, and rework.

1. Explain where every string appears

The most basic form of context is location. Tell translators where the player will see the text—main menu, inventory, quest log, tutorial, dialogue, store, or system notification. A string such as “Back” could mean returning to a previous screen, moving backward, a character’s body, or the reverse side of an item. The interface location often resolves the ambiguity immediately.

Use descriptive string identifiers

String IDs should carry useful information where possible. Identifiers like menu_settings_audio, inventory_open_chest, or dialogue_mira_angry_response_03 are far more helpful than text_1042, button_7, or line_new_final_2. IDs do not replace full context, but they signal a string’s likely purpose—and they matter for updates, as covered in how to avoid expensive game localization rework.

Include a context field

A localization file or platform should provide space for notes: “Appears on the inventory screen,” “Button opens the selected chest,” “Spoken by the player character,” “Displayed after a failed mission,” “Refers to an achievement, not a physical object,” “Visible for three seconds,” “Maximum 20 characters.” Even one sentence of explanation can prevent a wrong translation.

2. Provide screenshots and visual references

Images are among the most useful resources you can give a translator. A screenshot shows what object a name refers to, where the string sits, how much space is available, and which character is speaking.

For UI, that often reveals a technically correct translation will not fit. For items, it shows the difference between a pouch, backpack, chest, or crate. For dialogue, it shows expression and emotional tone.

Connect screenshots to string IDs

A folder of unlabeled screenshots is less useful than images tied to the relevant text—screenshot links in the localization platform, filenames that include string IDs, UI previews, or annotated frames. The easier it is to find the right reference, the more consistently translators use it.

3. Describe the gameplay function

Translators need to know not only where a string appears but what it does. The label “Use” could mean use an item, equip a weapon, consume a potion, activate a skill, or interact with an object—and the translation may differ for each. For important UI strings, note the player’s action, the object affected, and whether the string is a command, description, or status.

4. Share character profiles

Characters need consistent voices across dialogue, quests, and subtitles. Share who each character is: name, age, gender, personality, relationships, and speech habits. A royal commander, teenage hacker, ancient spirit, and comic sidekick should not all sound alike. See localizing game characters for how personality carries across languages.

Describe emotional states and relationships

The same character may speak differently depending on the scene—angry, sarcastic, exhausted, or pretending to be calm. Languages also express relationships differently, so note whether the speaker is addressing a superior, a close friend, a stranger, or a rival. That affects formality, pronouns, honorifics, and vocabulary.

5. Share complete dialogue flows

Dialogue should not be localized as a random collection of separate lines. Translators need to see how the conversation develops—especially with branching choices, companions, or nonlinear narrative. A response may need to make sense after several different player choices; a joke may set up a later callback.

Show dialogue trees and keep related dialogue together

Whenever possible, provide the full conversation, speakers, branch conditions, and outcomes. A visual dialogue tree or structured script beats a flat spreadsheet. Avoid splitting one conversation across unrelated batches—translating a complete quest or scene at once preserves voice, terminology, and narrative logic.

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

Get a context pack

6. Define variables and placeholders

Game strings often include dynamic elements—player names, item names, numbers, dates, or gender markers. For a string like You received {count} {item_name}., translators need to know what each variable contains, whether it can be singular or plural, and whether word order can change.

Never leave placeholders unexplained

A string such as Defeat %1 before %2. is hard to localize when the translator does not know whether %1 is a person and %2 is a time, location, or mission stage. A clear note—%1 = enemy name, %2 = countdown timer—removes the guesswork. Also protect variables and markup so translators cannot break them by accident.

7. State character and space limits

Translators need to know whether a string must fit a specific area—character count, pixel width, line count, subtitle duration, or button size. Limits should be realistic: a strict one-to-one character limit based on English can make natural translation impossible. Where possible, provide previews, abbreviation rules, and an escalation path for strings that cannot fit—and say whether meaning, tone, or brevity wins when space is tight.

8. Define the target audience and tone

The correct translation depends partly on who will play the game. Share age range, genre, platforms, target markets, and whether technical terminology is acceptable. A mobile puzzle game for children needs different language from a military simulator or narrative RPG.

Also define overall tone—dark, playful, formal, family-friendly, comedic—and how much creative freedom translators have. Some content, such as humor and wordplay, is closer to rewriting than translation.

9. Provide a glossary

A game glossary keeps recurring names and concepts consistent: characters, items, locations, skills, achievements, and mechanics. Useful entries include more than the source term—definition, screenshot, gender, approved translation, and usage notes. A term such as “Guardian” may be a class, faction, achievement, or enemy type; the glossary should make that distinction clear. Without it, the same term gets three translations by launch.

10. Provide a style guide

The style guide helps different translators produce one coherent voice—tone, capitalization, UI conventions, naming rules, formality, and treatment of fictional terms. For character-heavy games, add voice notes for major characters. Skip it and five translators ship five different games.

11. Give translators access to the game

The best context is often the game itself. When possible, give translators a playable build, recorded gameplay, or walkthroughs of key scenes. Playing the game shows how text, visuals, audio, and mechanics work together.

Build access may need an NDA, credentials, and instructions for reaching specific content. If a full build cannot be shared, targeted videos and screenshots are still valuable.

12. Establish a clear point of contact

Even a well-prepared package will generate questions. Name who can answer them—localization manager, producer, narrative designer, or UI lead—someone who knows the answer or knows who does.

Create a structured query process

Use one shared channel, clear ownership, response deadlines, and a record of approved decisions. A call on a character’s gender or an item name can affect thousands of strings later.

13. Explain how much adaptation is allowed

Localization sometimes requires changes beyond literal translation—rewriting a joke, adapting a cultural reference, or replacing wordplay. State which changes translators can make independently, which need approval, and whether emotional impact matters more than exact wording. Without those rules, translators stay too literal or go past your comfort level. For pitfalls here, see cultural traps in localization.

14. Share relevant audio information

For subtitles, dialogue, and voice-over, share speaker, delivery, emotion, and timing. A line delivered sarcastically may need a different translation from the same words spoken sincerely. For dubbing, note lip-sync, duration, or animation constraints before translation begins. See audio localization for video games for more.

15. Keep the source content stable

Frequent source changes create confusion and rework. Distinguish draft, approved, updated, and deprecated content, and make every change traceable—version control, string-status labels, and stable IDs. When a source string changes, translators should see what changed and why.

16. Allow time for questions and review

Localization timelines should include more than translation time: project setup, context review, glossary creation, translator questions, developer responses, editing, implementation, localization QA, corrections, and retesting. A rushed schedule encourages assumptions; providing time for questions usually reduces later rework.

A practical context package for game translators

Before translation begins, prepare a package covering these areas:

  • Project overview: title, genre, platforms, target audience and markets, release schedule, age rating, tone and style.
  • Content overview: content types, word count, update frequency, source format, string-status system, file structure.
  • Gameplay context: game summary, core mechanics, quest structure, important systems, player goals, tutorial flow.
  • Narrative context: world overview, plot summary, character profiles, relationships, dialogue trees, faction information, lore.
  • Visual context: screenshots, videos, UI designs, item images, maps, character art, gameplay build.
  • Linguistic resources: glossary, style guide, translation memory, naming conventions, pronunciation notes, approved previous translations.
  • Technical information: string IDs, variables, tags, character and pixel limits, supported fonts, file formats, encoding, import and export rules.
  • Communication: primary contact, query process, response expectations, approval process, escalation path.

A sample string-context template

Studios can use a structure like this for each string. For a UI label:

String IDinventory_reward_chest_open
Source textOpen
Screen or locationReward inventory screen
FunctionOpens the selected reward chest
ObjectWooden treasure chest shown in the attached screenshot
Character limit12 characters preferred
VariablesNone
NoteUse the same verb as the existing “Open crate” action unless the language requires a distinction.

For dialogue, the template could include:

String IDquest_014_mira_response_angry_03
SpeakerMira
ListenerPlayer character
EmotionAngry but attempting to remain controlled
SceneThe player has accused Mira of hiding information
OutcomeSelecting this branch lowers Mira’s approval
Character genderFemale
Creative freedomNatural adaptation allowed; preserve restrained anger

What happens when context is missing?

Insufficient context raises the odds of:

  • Wrong terminology or grammatical gender
  • Inconsistent character voice and awkward dialogue
  • UI text that does not fit
  • Misread variables and expensive QA corrections

The cost does not disappear when you skip context preparation—it moves later in the workflow, where fixes across languages are usually more expensive.

Context is part of localization quality

The quality of a game translation does not depend only on the talent of the translator. It also depends on what the translator is able to see and understand. A skilled translator working from disconnected strings must still make assumptions. A translator with screenshots, character information, dialogue trees, terminology, and responsive developer contacts can make decisions grounded in the game itself.

The most productive relationship between developers and translators is collaborative: developers provide knowledge of the game, translators provide linguistic, cultural, and player-focused expertise, and together they create an experience that feels natural in another language.

For the complete process—from internationalization and source preparation to implementation, QA, and updates—see The Complete Game Localization Workflow: From Source Strings to In-Game QA.

Ready to hand off a context package that translators can actually use?

Get a game localization quote
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. The video clip in this guide is from her conversation with Max Pears on the Level Design Lobby podcast. Read more from Yana on localizing video games.

Frequently Asked Questions

What context do game translators need from developers?
Where each string appears, what it does in gameplay, who is speaking and to whom, dialogue-branch structure, variable meanings, character and space limits, target audience and tone, a glossary and style guide, and—ideally—access to the build. The more of the game the translator can see, the fewer assumptions they have to make.
Why aren’t strings alone enough for game translation?
Short strings carry almost no linguistic information. A word like “Open,” “Use,” or “Back” can mean different things depending on the screen, object, and player action. Dialogue lines can be ambiguous when separated from the speaker, scene, and branch. Without context, translators guess—and guesses become corrections and rework later.
What should a string-context note include?
At minimum: the screen or location, the gameplay function, the object or speaker involved, any character limit, the meaning of each variable, and a linked screenshot. Even one sentence of explanation per ambiguous string prevents wrong translations.
Should game translators get access to the build?
When possible, yes. Playing the game—or watching recorded gameplay—helps translators understand how text, visuals, audio, and mechanics work together. If a full build cannot be shared, targeted videos, screenshots, and dialogue trees are valuable substitutes, usually delivered under an NDA.
How does missing context increase localization cost?
Insufficient context leads to wrong terminology, incorrect grammatical gender, inconsistent character voice, UI that does not fit, and misread variables. The cost does not disappear—it moves later in the workflow, into QA and corrections, where fixes across multiple languages are more expensive.
What belongs in a game localization context package?
A practical package covers project and content overview, gameplay and narrative context, visual references (screenshots, videos, build), linguistic resources (glossary, style guide, translation memory), technical details (string IDs, variables, limits), and a clear query contact. The goal is to let translators work from the game—not guess from a spreadsheet.

Related Articles

Our Work

See how we help global companies scale their reach.

JetBrains
Software

JetBrains

1,000,000+ words localized into JA, ES, ZH-CN, KO, PT-BR, FR, TR, CS, RU

JetBrains / YouTrack & Hub
Software

JetBrains / YouTrack & Hub

Localization of Jetbrains' products Youtrack and Hub

Microsoft MakeCode
Software

Microsoft MakeCode

Localization of Microsoft MakeCode

TikTok
Mobile Apps

TikTok

100,000+ words localized into NL, FIL, FI, FR, DE, HE, IT, ES, SV, FR-CA, ES-MX for ByteDance

Viber
Mobile Apps

Viber

Localization of Viber messenger

Read case study
GitHub
Software

GitHub

Translation of GitHub guides and materials

Zendesk
Software

Zendesk

Zendesk Knowledge Base localization for multilingual customer support

Read case study
Airalo
Mobile Apps

Airalo

25,000 words localized into AR, ZH-CN, CS, FIL, FR, DE, EL, HE, HI, IT, JA, KO, PL, PT-BR, RU, ES-419, TH, TR, UK

Choco
Mobile Apps

Choco

15 000+ words localized into JA, KO, VI-VN, IT, PL, NL, PT-BR, CS, CA, ZH-CN

Bitrix24
Websites

Bitrix24

100 000 words and counting localized into ES, PT-BR, JA, ZH-CN and 11 more

Harvard University
E-Learning

Harvard University

Localization of online courses for Harvard University

Xsolla
Games

Xsolla

Localization of Xsolla products

Read case study
SafetyCulture
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

Read case study
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

Read case study
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

Read case study
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

Read case study
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

Read case study
Smarty CRM
Software

Smarty CRM

Localization of Smarty CRM platform

Read case study
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

Read case study
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

Request a Quote

Whether you're launching in new markets or scaling existing localization — let's make it happen.

This field is required
This field is required
Please enter a valid email address
Please enter a valid phone number
This field is required
This field is required