Localizing a game is an investment in your success on new markets. We work with game publishers and developers, localizing mobile, desktop, browser, and console games into more than 70 languages.
Quality localization has a positive impact on:
We'll help you select the region and translate your game using native speakers. Our translations take into account the linguistic and cultural differences in various countries: we know how significant subtle nuances can be.Order game localization
This short video will introduce you to the localization process and provide answers to common questions.
You place an order for localization on our website or write to us at email@example.com. Please describe your project and specify the languages into which your game is to be translated. If possible, include your text in the original language and show us the game itself, either by providing a link or sending a build.
Our manager will reach out to you and ask any questions for clarification. Together with the manager you will fill out a short brief. We calculate the cost of localization (if there are many repeated phrases we offer a discount), and select the most suitable localization platform for you. We decide how to stay in touch - via Slack, Telegram, or another messenger.
We select a convenient means of payment and, if necessary, sign an agreement. A personal manager is assigned to your project, who will handle all of your tasks and ensure on-time delivery and quality. If you already have your own established localization process, the manager will discuss with you how we can integrate with it.
The manager becomes familiar with the game and selects native-speaking translators with experience localizing games in your genre or style. Each translator is immersed in the game so as to understand the context and to get a feel for the atmosphere.
Texts are translated using the previously agreed-upon localization platform. If your project has a glossary — a dictionary with explanations, translations, and sample uses of various terms encountered in the text — we add it to the platform: the translators use it and build on it as new content is translated. If there is no glossary, but one is needed, we can create one. You can observe the localization process within the platform 24/7. If the translators have questions regarding context or the glossary, you can answer them online directly within the platform.
When the translators finish their work, the manager sends you the translated texts, in the same format and with the same internal structure as the original. If any adjustments are needed, we make them immediately.
We recommend testing the integration of the translated segments into your game's interface. This process is called Linguistic Quality Assurance (LQA): native-speaking translators check the translation within the game itself. This is needed in order to verify that button texts are a suitable length, window texts are in their proper places, all characters are correctly displayed in the game's font, and the translation itself precisely matches the context of the in-game situations.
If an update for your game is released, we localize the string resources for it as well. We employ a glossary and translation memory to ensure uniformity, and our pre-established communication channel streamlines the process. Just contact us!
At Alconost your localization project will be handled by a dedicated manager, who will study the game and its text, work out the localization cost with you, put together a team of translation specialists in the field, and:
If you order linguistic tetsing, the manager will arrange it.
All Alconost translations are by native speakers. Their qualifications are verified through multi-tier in-house checks.
This ensures that your players will never suspect that the game was localized: it will appear to have been created in their native language.
If your game contains only minimal text, consider Nitro — a professional online translation service. You can place an order with Nitro in just a few clicks, at any hour and without involving a manager. With Nitro you can translate just a few lines or even a single word. All translations are carried out by native speakers.
If you plan to localize your game yourself, at Nitro you can order proofreading of your texts — even the very shortest. Proofreading, naturally, is also done by native speakers.
We work with any text document format: doc, txt, xls, po, json, strings.xml, localizable strings. There is no change for tags and spacing. You only pay for the characters to be translated.
Alconost has been localizing games since 2004. We know the game development industry inside and out, and we understand what makes it tick. Our portfolio includes thousands of localized game projects, published in dozens of countries. And every year we attend high-profile gamedev conferences. If you do too, we may have already met! :-)
Sometimes it's not enough to localize just the string resources of a game. If your project needs a character voice-over in a new language or a cut scene redubbed, we can help. All our voice actors are native speakers, and a number of them specialize specifically in game character voice-over. We also translate video clips, including subtitles, dubbing, voice-over, or even full localization, complete with replacement of footage text. With us you can also localize static graphics, such as banners and promo art.
During our many years of working with Alconost our experience localizing game content has been exceptionally enjoyable and beneficial. I’d like to emphasize how smoothly the entire team works together. Alconost’s managers are positive, focused people who always listen to our preferences. This makes working with them that much more pleasant and productive.Thanks to Alconost’s professionalism, our game can be enjoyed by people from all over the world, and that’s fantastic!動画を見る 詳細
In the year that we've been working with Alconost we've had an exceptionally positive experience: their work has been fast, high-quality, and in strict observance of the deadlines agreed on. We are looking forward to a fruitful partnership going forward.動画を見る 詳細
Alex Nichiporchik explains the decision to localize their game into Chinese: "China is a huge market. We have already recouped the localization costs. Our first sales event after completion of the localization project demonstrated that China is now one of our top markets for 'Punch Club.' Over the past two weeks we've had just as many sales in China as in the US."動画を見る 詳細