Video Game Localization Services for Indie, Mobile, and AAA Games

Complete game localization for Unity, Unreal Engine, Godot, and all major platforms — covering dialogue and narrative, UI strings with character-limit management, voice acting and dubbing, LQA testing, Steam and console store page localization, game rating compliance (PEGI, ESRB, CERO), and live service content updates.

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Game Localization Services

We help game developers by offering localization solutions in game development, provided by subject matter experts and professional translators. Starting at $0.08/word. 80+ languages.

Game Localization File Formats — Unity, Unreal Engine, Godot, and Custom Engines

Every game developer's first question to a localization provider: "Do you work with our engine's file format?" This is how you separate providers who understand game development from those who treat games like documents.

Unity game localization: Unity's Localization Package (available from Unity 2020 onwards) stores strings in JSON-based SharedTableData and StringTableCollection assets, with CSV export for translator handoff and reimport. Many Unity projects also use third-party solutions (I2Localization, Lean Localization) or Google Sheets-based workflows. TheWordPoint works with all Unity localization formats, delivering translated files ready for direct import into the Unity project.

Unreal Engine game localization: Unreal Engine's localization system exports PO (Portable Object) files via the Localization Dashboard — one .po file per target culture, translated and reimported through the same dashboard. Unreal also accepts XLIFF for TMS-integrated pipelines. TheWordPoint delivers translated .po files that drop into the Unreal localization directory structure for direct import.

Godot Engine: Godot uses PO files as its primary localization format (.pot template file, .po per locale). CSV import is also supported for simpler workflows. Translated .po files delivered for placement in the Godot project localization directory.

Custom engines and generic formats: XLIFF, Excel/CSV, JSON, and XML are the most common formats for games with custom or proprietary engines. Character-limit columns in spreadsheets are supported for constrained UI strings.

Game-specific string coding conventions: Game strings frequently contain codes that must NOT be translated:

  • Variable placeholders: {player_name}, %s, {0} — the player's name, a count, or a dynamic value
  • Formatting tags: <color=#FF0000>text</color>, {b}bold text{/b}
  • Icon substitution codes: {icon_sword}, [BUTTON_A]
  • Line break codes: \n, <br/>

TheWordPoint's game localization workflow identifies and protects all in-string codes before translation begins, preventing the most common technical localization failure: a translator who accidentally translates or modifies a code, breaking the string's runtime behavior.

Solutions for Your Game Localization Project

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Game Localization Rates

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  • Professional
  • From $0,08/word
  • Game Localization expert
  • Complex Formatting
  • 30 days revision period
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  • Enterprise
  • From $0,12/word
  • Personal Account Manager
  • Translation Management Systems
  • Special requirements
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Complete Game Localization Scope — From Dialogue to Store Pages

Game localization is not translating a document. It is localizing a complete interactive experience — every piece of text and audio that a player encounters from the moment they see your game in a store to the credits at the end.

Dialogue and narrative text. The most visible and most creatively demanding component. Character dialogue in cutscenes and in-engine scenes, branching conversation trees, internal monologue and narration, quest descriptions and objective text, lore books and collectible text, journal entries, environmental storytelling text (signs, graffiti, labels). Dialogue translation requires understanding the character who speaks it — their age, personality, emotional state in the scene, cultural background, and their relationship to the player. A villain's menacing monologue must be menacing in German, not just accurate.

UI strings and system text. Menu labels, button text, HUD elements, loading screen tips, tutorial instructions, achievement descriptions, settings labels, error messages, and system notifications. These are the highest-volume, most technically constrained strings — each with a maximum character budget determined by the UI element's pixel dimensions.

Game manual and help documentation. In-game tutorials, help pages, control reference guides, and any external printed or PDF documentation. These exist outside the engine's string system and require separate localization workflow management.

Voice acting and character dubbing. Script translation for all voiced dialogue. Voice talent casting — matching voice profiles to character personalities. Director-led recording sessions. Audio integration in the game's audio engine format. For games with character lip animation driven by audio, timing verification. → Voice Over Services

In-game video and cinematic subtitles. Subtitles for cutscenes and pre-rendered video within the game. Produced as SRT, VTT, or custom in-engine subtitle format. Reading speed compliance managed for the pace of in-game cinematics. → Subtitling Services

Store page and platform listings. Steam store page (short description 300 chars, full description, tags, system requirements), PlayStation Store, Nintendo eShop, Xbox Marketplace, Apple Arcade, Google Play — each with platform-specific character limits and formatting conventions. Localized store pages directly affect discoverability and conversion in each market.

Patch notes and community content. Update changelogs, patch notes, community announcements, developer updates — the ongoing text that live service players read to understand game changes.

What Our Clients Say

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"10/10 highly recommend. What separates this service from other services is that the communication is quick and highly reliable. My custom needs were met perfectly along with how fast the translation was done and how correct it was."

Linguistic Quality Assurance (LQA) — In-Game Testing for Localized Builds

Translation quality review and LQA are two different things. Translation review reads a translated document. LQA plays a localized game.

Linguistic Quality Assurance is the game industry's standard for in-context quality testing of a localized build. A bilingual LQA tester plays through the game in the target language, specifically testing for failure modes that are invisible in a spreadsheet review:

Contextual accuracy. A string that reads perfectly in isolation may be confusing or wrong when said by a specific character in a specific game situation. An NPC who says "You shouldn't be here" in English might be asking the player to leave or making a sinister observation depending on the scene — and the localized version must be contextually appropriate for that specific game moment.

Text truncation and UI overflow. German, Finnish, Polish, and many other languages produce text that is 20-40% longer than the English source. When a dialogue box is 240 pixels wide, a German translation that exceeds the pixel budget produces clipped text — cutting off the end of the sentence and breaking the player experience. LQA catches every instance of overflow that escaped character-limit management in translation.

Missing strings. Strings that were never sent for translation still appear in the source language. A Polish player encountering an English error message in an otherwise fully Polish game knows immediately that the localization was incomplete.

CJK font rendering. Chinese, Japanese, and Korean characters are wider than Latin characters and render differently across font families. A UI layout tested with Latin text may break with CJK characters even within the same character count. LQA for CJK languages verifies font rendering and layout integrity across all UI elements.

Cultural appropriateness in context. Content that passed cultural review in isolation may reveal cultural issues when experienced as part of gameplay — a hand gesture that appears fine in a character model detail may become offensive when animated in a combat sequence in certain markets.

LQA defect reporting. TheWordPoint delivers severity-graded LQA defect reports:

  • Critical — game-breaking (crashes, missing essential gameplay information)
  • Major — incorrect translation, cultural issue, significant UI overflow
  • Minor — style inconsistency, minor spacing, preferred alternative phrasing
Experts with International Certifications

Our translators meet all standards of international certification organizations and associations.

Only Human Translation

Machines don’t localize. We use only human native experts for all translation and localization.

The Top Game Languages and What Makes Each Market Different

The EFIGS core (the industry's standard starting point): French, Italian, German, Spanish (Castilian), plus English. These five European localizations have been the baseline international game release standard for decades. Most games launching in Europe are expected to support all five.

Extended Asian market languages: Japanese, Chinese Simplified (mainland China), Chinese Traditional (Taiwan, Hong Kong), and Korean. These four markets have dedicated, passionate gaming communities with strong preferences for native-language games. Japanese and Korean players in particular respond strongly to high-quality localization versus machine-translated text.

Brazilian Portuguese (not European Portuguese): Brazil is Latin America's largest gaming market and the primary revenue driver in the region. Brazilian Portuguese (pt-BR) has distinct vocabulary, idioms, and gaming culture conventions from European Portuguese (pt-PT). Most publishers localize into pt-BR rather than a single "Portuguese" version.

Russian: The Russian-speaking market spans Russia, Kazakhstan, Belarus, and Russian-speaking communities across Europe. Despite geopolitical complications for market access, Russian remains a significant game localization language for revenue potential.

Polish: Poland's gaming community is among the most passionate in Europe, particularly for PC gaming. Polish players strongly reward native-language localization — the domestic success of Polish-developed games (CD Projekt RED) has set high expectations.

Emerging markets (mobile-first priority): Turkish (one of the largest mobile gaming markets in Europe), Indonesian, Thai, Vietnamese, and Arabic (MENA region) are high-growth mobile gaming markets where localization delivers strong ROI for mobile game studios.

Cultural adaptation beyond translation: Each gaming market has cultural sensitivities that require adaptation beyond linguistic translation:

  • Japan (CERO market): sensitivity regarding violence against women, certain adult content, and specific political/historical references
  • Germany (USK/BPjM market): historical Nazi symbolism (now more liberally treated post-2018 USK update, but requiring awareness)
  • China: strict content regulations administered by the National Press and Publication Administration (NPPA) — games distributed in mainland China require approval that can require content modification
  • Middle East (Arabic markets): sensitivity regarding religious content, certain political representations, and gender-related content

Game Types, Live Service Localization, and Indie vs AAA Workflows

Indie game localization. Indie games typically have a smaller word count (5,000–30,000 words) but the same quality expectations from international players. Indie developers often work from a CSV or spreadsheet export rather than engine-integrated tools. TheWordPoint's indie localization workflow is file-format flexible — accepting whatever the developer's pipeline produces and delivering in the same format. SimShip (day-one multilingual launch) is increasingly expected even for indie titles: a game that launches in English only and adds languages 6 months later loses the launch window's review and recommendation momentum in non-English markets.

RPG and narrative-heavy game localization. Role-playing games generate the largest word counts in game development — AAA RPGs frequently exceed 500,000 words of localizable text. Every character must have a consistent, authentic voice across potentially hundreds of lines of dialogue. Lore consistency is critical: a fantasy world's place names, faction names, and terminology must be handled identically across every string. Branching conversation trees require all branches to be translated — not just the "default" narrative path.

FPS, competitive, and tactical games. Competitive games have the most player-facing communication stakes: team chat, voice command shortcuts, callout terminology, and tactical language must match how native-speaking players actually talk about these concepts in the target market. A German player calling out "Gegner rechts" (enemy right) uses specific vernacular that differs from a direct translation of what English players say.

Mobile games. Mobile game localization overlaps with app localization. Mobile-specific considerations: character limits on small screens, in-app purchase store localization, push notification localization, and culturally sensitive content for markets with strong mobile-first game demographics (Southeast Asia, India). → App Localization Services

Live service game localization (GaaS). Games-as-a-service titles (battle royale, MMORPG, sports games, mobile gacha) push new content every 2–6 weeks. Each content drop — new character, seasonal event, battle pass, store items — generates a new localization batch. TheWordPoint manages GaaS programs with dedicated game-specific TM and termbase, ensuring terminology consistency across a full season or year of content updates. Turnaround: 24–48 hours for small drops; 3–5 business days for large content patches.

We Guarantee Confidentiality

We protect the personal information of all clients and never share such with a third party.

Flexible tools and formats

TXT · SRT · VTT · STL · TTML · ASS / SSA · SBV· Netflix TTML · MP4 · MOV · MKV

Platforms and Storefronts We Support

Current console platforms: PlayStation 5 · PlayStation 4 (PSN) · Xbox Series X/S · Xbox One · Nintendo Switch (including Switch OLED and Switch Lite) · Steam Deck

PC digital storefronts: Steam (29 supported store languages) · Epic Games Store · GOG.com · itch.io · Microsoft Store · EA App · Battle.net

Mobile platforms: iOS (App Store) · Android (Google Play) · Apple Arcade · Google Play Games on PC

Emerging platforms: Meta Quest 2/3 and Meta Horizon (VR/AR) · PlayStation VR2 · Apple Vision Pro · Cross-platform cloud gaming (Xbox Game Pass, PlayStation Now, NVIDIA GeForce Now)

Store page localization by platform: Steam: short description (300 chars), full description, tags, system requirements, and content warnings. PlayStation Store: title, description, legal disclaimers per region. Nintendo eShop: description and publisher information per regional store. Xbox Marketplace: game description, genre, and feature metadata. All delivered as formatted text ready for direct platform upload.

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How Game Localization Works at TheWordPoint

  • Content audit and scope. All localizable content identified: UI strings, dialogue, narrative, voice scripts, store pages, cinematics. File format confirmed (Unity, Unreal, Godot, CSV). Constrained string character limits documented.
  • File submission. Upload at thewordpoint.com/business-free-quote. Include: engine format, any existing glossary, character notes for voiced lines, target ship date, and whether SimShip support is needed.
  • Game termbase established. Proper nouns, character names, skill names, faction names, and all protected terminology mapped. Embedded string codes identified and protected.
  • Localization by gamer translators. Native-speaker translators who play games in the target language translate with cultural adaptation. UI strings managed within pixel-budget character limits. Narrative voice and character consistency maintained.
  • LQA testing. Bilingual tester plays through the localized build. Defect report by severity (Critical/Major/Minor) delivered for developer resolution.
  • Engine-ready delivery. Unity JSON, Unreal .po files, Godot .po, CSV, or custom format — delivered in developer's required format. Store page text formatted per platform specifications. TM retained for DLC, patches, and live service updates.

Reviewed and updated  on September 4, 2026 by

Christakis Christodoulou

Frequently Asked Questions

What game engine file formats do you support?

Unity (JSON/CSV, I2Localization, Google Sheets), Unreal Engine (.po files via Localization Dashboard), Godot (.po/.pot files), and all custom formats (XLIFF, Excel/CSV, JSON, XML). Embedded string codes (variables, formatting tags) protected.

What is LQA and why is it different from proofreading?

LQA (Linguistic Quality Assurance) tests the game in-context — playing the localized build to find contextual errors, text overflow, missing strings, and cultural issues that spreadsheet review cannot catch. Severity-graded defect report delivered per language.

What platforms do you localize for?

PS5, Xbox Series X/S, Nintendo Switch, PC (Steam, Epic, GOG, itch.io), Steam Deck, iOS, Android, Apple Arcade, and VR platforms. Store page localization for all major digital storefronts.

What languages are most important for game localization?

EFIGS (French, Italian, German, Spanish) as the European core. Japanese, Chinese (Simplified and Traditional), and Korean for Asian markets. Brazilian Portuguese for Latin America. Russian, Polish, Turkish, and Arabic for expanded coverage.

Do you localize live service games with weekly/monthly updates?

Yes — ongoing GaaS programs with dedicated TM and termbase for terminology consistency across all content drops. 24–48 hours turnaround for small updates; 3–5 business days for large patches.

Do you localize Steam store pages and console storefronts?

Yes — Steam short/full description, PlayStation Store, Nintendo eShop, Xbox Marketplace, App Store, and Google Play store listings with platform-specific character limits.

Do you provide voice acting and dubbing for games?

Yes — character voice casting, director-led recording, lip-sync verification, and audio integration. Native-speaker voice talent matched to character profiles.

How do you handle text expansion in German, Finnish, and other long-text languages?

Character/pixel limit budgets briefed per UI string type. Translations produced within budget. LQA verifies overflow in-game. Asset modification recommended where redesign is needed.

Do you address game rating requirements (PEGI, ESRB, CERO)?

Yes — cultural content review identifies content requiring modification for Japan (CERO), Germany (USK), and other markets with specific content restrictions.

How much does game localization cost?

From $0.08/word (Professional). A 20,000-word indie game: approximately $1,600 per language. See the pricing table above for scope estimates.

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