01Game localization

Localizing a game means adapting
a whole world.

UI, dialogue, items, events and announcements: I adapt every text in your game between English and French, respecting engine constraints and the voice of your world.

What localization covers

A game is more than a string file. I adapt every text that shapes the player's experience, from the first tutorial pop-up to patch notes, keeping one consistent voice across all of it.

  • UI, menus, system messages
  • Dialogue, quests, narration, logs
  • Items, skills, descriptions, tooltips
  • Seasonal events and community content
  • Store pages, release notes, announcements
  • Marketing copy and game landing pages

Technical constraints, taken seriously

A good translation that breaks the layout is unusable. I work with engine limits in mind: maximum string length, placeholders, variables, plurals and gender, formatting tags, segment order. Files come back with exactly the structure they left with.

  • Placeholders and variables preserved
  • Character limits and truncation risks
  • Plurals, gender, conditional agreement
  • Tags and file formats untouched

How I work

Projects start with a framing phase: what the game looks like, who plays it, what register fits, which references matter. That produces a glossary and style guide which then govern every later batch, including updates delivered months down the line.

  • Framing of the world and audience
  • Dedicated glossary and style guide
  • Translation in context, not line by line
  • Full review pass before delivery

What you get back

Localized files in their original format, the project glossary and style guide, and a list of questions and observations on ambiguous source strings — often a chance to fix inconsistencies in the original build too.

Frequently asked

What is the difference between translation and localization?
Translation moves a text from one language to another. Localization adapts the whole experience: cultural references, humour, units, date formats, proper nouns, community tone and display constraints. In a game it also means handling variables, plurals, gendered agreement and string length.
Can you work directly from developer files?
Yes. I regularly work on string exports (CSV, XLSX, JSON, XLIFF, PO) and leave placeholders, tags and variables untouched. If you use a localization management platform, I can work inside it.
How is consistency kept across updates?
Every project gets a glossary and style guide covering terminology, character voice, forms of address and UI conventions. New content and patches build on that base, so wording does not drift between releases.
Which language pairs?
English and French, both directions, with French as the main target language.

Read next

“Players should never feel that they are reading a translation.”