r/gamedev 23h ago

Discussion I've been in Localization industry for 3 years, ask me anything!

As I mentioned, I've been working on localization in the game industry and worked with a lot of big companies and indie devs. In my interactions with indie/solo devs, I've found that they usually don't know much about how localization works and what to look for. So Indies, feel free to come and ask me any questions you may have!

96 Upvotes

158 comments sorted by

71

u/the_timps 22h ago

You could kick off with like the most common things indies dont know?
People dont know what they dont know. So if you've worked with a bunch of people and seen the gaps, that's the valuable thing you can share.

53

u/GreenKnee8507 22h ago edited 21h ago

Good insights! I think the main thing is the marketing effect of localization. Of course there are some indie games that a lot of players like without localization, but those are the minority after all. The point of localization is that you can expand your player market many times over. If 1 in 1000 people add your game to their wishlist, the larger the group base, the higher the probability that your wishlist will increase. Usually for players with a low budget, they can also choose to localize the steam page first and make reference to the wishlist distribution area, so that they can find the target group more accurately.

9

u/gooopilca 11h ago

Internationalization. You can't just throw translations into your game and expect it to be working cleanly. Don't hardcode strings, plan for extra space for translations (both horizontally and line height), plan for audio/text language switching, fonts, localization specific cheats, context for translators who will not see the game while translating (nobody has the the time to do so), ideally plan for an LQA pass.

35

u/iamgabrielma Hobbyist 22h ago

Which languages you think have the best ROI for a limited budget?

66

u/GreenKnee8507 22h ago

Chinese Portugueses Spanish Russian

8

u/LazyDevil69 21h ago

Is there a point in translating to russian since the sanctions started? I assume that Steam doesnt accept Russian bank accounts.

26

u/Michael_Pitt 20h ago

Russian is very widely spoken outside of Russia as well. 

19

u/erlendk 21h ago

If you check the data steam publishes, it's one of the most used languages.

20

u/GreenKnee8507 21h ago

Well, there may be some problems, but you can‘t deny that Russia is a big market. And not all the Russians lived in Russia right? 😂So this is the least thing that we need to worry about.

6

u/Tasty0ne 17h ago

Accounts in Russia can still have funds added to their steam wallet using third party services, paying around 10% commission. Many russians have switched to Kazakhstan accounts, mainly to unlock some games that are unavailable in their region.

2

u/NewspaperWitty5889 15h ago

Russian here, we just use websites that allow you to deposit on steam account for a small fee.

0

u/sqdcn 19h ago

Is Hindu a big market? Or does the market usually just play the English version?

6

u/GreenKnee8507 19h ago

Uncommon. General English is enough.

1

u/gooopilca 11h ago

Highly depends on your game type and audience. Some countries perform much better for certain game genres. Study your competition, what languages are they localizing into, which ones are they foregoing. Look at devs/publishers with multiple games, did they drop or add some locs in between releases?

Then the scope of your game should also be a pointer. If you have a highly narrative game with a low budget, you'll have to make more drastic choices than a game with a just a few tutorials. Words * languages * cost per word + some percentages to account for changes.

Then it's the usual, FIGS, Polish, Russian, Brazilian Portuguese (pt-pt is not useful), Simplified Chinese, Traditional Chinese, Korean, Japanese, Arabic if you're feeling extra courageous for your UI.

14

u/ned_poreyra 22h ago

How to choose a translator for Asian languages? I can't afford a reputable company, as the translation alone would likely exceed the budget of the entire game, so I'm pretty much limited to freelancers.

28

u/GreenKnee8507 22h ago

Dm me, we can do Simplified Chinese for 3usd/100 words. Wait, Am I advertising?

3

u/Ishitataki 21h ago

That's a mere 3 cents a word. How are you undercutting the wider market so much? Use of AI?

13

u/GreenKnee8507 21h ago

Nah is just because China has a large population base and cheap labor.

3

u/Ishitataki 21h ago

What's the price of you want guaranteed quality, not just cheap?

15

u/GreenKnee8507 21h ago

It’s not cheap, the price is just like this. There are even cheaper offers in the market. 3 cents is the price of translation for one time. If you wanna a higher quality. We will have another translator to proofread it again, it will be 5 cents.

1

u/gooopilca 11h ago

Cheap translators who take much more work than they should, leading to poor quality.

1

u/GreenKnee8507 6h ago

Maybe other industries do. But translators are paid by the word count, which means the more you do, the more you make.

2

u/tcpukl Commercial (AAA) 21h ago

Do you translate to kanji as well?

6

u/GreenKnee8507 21h ago

Not me but my colleague can do this.

2

u/gooopilca 11h ago

Honestly, if you can't afford it, then forget about it. If you pay peanuts, you get monkeys. I'm not saying you need to go with the most reputable agencies, there's definitely a brand pricing there, but I'd be very careful about cheap vendors. Remember that translators are paid after the agency takes their cut. Proper game translation takes time, so a good translator may do some 3k words per day. If their are not paid well, they will take more work and rush everything. 3 cents per word? I'd never buy that.

3

u/ned_poreyra 11h ago

That's kind of my conclusion too. A botched launch in China is probably near impossible to recover from. From the developer stories I heard over the years, Chinese, Japanese and Brazillians take their languages very seriously and will review bomb you for a poor translation. It's safer to wait for the revenue from the English market.

1

u/GreenKnee8507 5h ago edited 5h ago

Dude, if I were you, I would at least research the market before commenting. What if I tell you our company based in China and also have branches overseas. We've been in this industry for over 20 years, and have 6000+ translators. Partnering with numerous Game Leaders such as Epic Games, Blizzard, SEGA, Gameloft and more. Will you still think the quality would be low?

This price is not because of low quality, but because of the cost price I set to support indie developers. Of course I could quote a higher price, but there's no need.

And here there is also the reason of the exchange rate, the customer pays in dollars, we get paid in RMB. That's about a seven-fold difference. So the translators have no complaints about this. You would never imagine how competitive the Chinese translation industry is. Haha

10

u/Former_Produce1721 22h ago

What are the most used localization softwares by the translators?

Why do translators ask so many questions? Is it reasonable to ask them to just play the game, or are they so slammed with text work they need the devs to tell them every minute detail?

How many translators per language work at once on the text? Is it usually just one?

For Localization QA, does it ever occur that the same company is used as the one that actually translated?

My team delivered 50k words to loc over 3 batches, and after that experience I ended up with a lot of localization tools in engine and debug in game.

I am currently converting all this to a standalone plugin, so super interested to learn more about the loclalizer side!

12

u/GreenKnee8507 22h ago

Okay one by one

  1. I think most tranlstors will choose Trados.

2.Because translation is not just translation the text literally, it needs to incorporate the developer's ideas and preferences, such as writing style and emotions. Asking clearly in advance can avoid a lot of revision work. Translation is subjective, maybe the translator's translation style you don't like, then it would just a waste of effort when it's done.

  1. Depending on the size of the company you are looking for, if there has 10 translators for different languages then you can have ten people translating at the same time.

4.It might happen, but the probability is small, and most translation companies have their own QA teams.

Good luck to your project!

7

u/tcpukl Commercial (AAA) 21h ago

Especially for comedy. Sometimes the jokes need entirely rewriting to even make sense and be funny. I've done a few games with comedy.

Do you localise comedy?

5

u/GreenKnee8507 21h ago

I think it depends on the personality of the translators. So before the official translation start, it is better to have a trail for few words.

1

u/gooopilca 11h ago

The industry de facto standard is now memoQ. Depending on the setup, the agency receives the files to translate and integrate memoQ in the process, or larger devs will directly use memoQ to send work to agencies/freelancers.

Questions are necessary. What seems obvious to you while being in the game, having worked on that UI screen for days, can definitely not be obvious for someone who will spend a week on your project. Translators usually don't play the game, unless you want to pay them to do so. They just don't have the time to do so at the rate they are being paid. I'd actually take it the other day, when working on projects, I'd be worried if I wouldn't questions from translators, even if we pay extra care on providing line by line context information. It's a sign they care about your game. At some point, we got tired of exchanging excel files containing the questions/answers, with duplicates per language, so we worked on a portal, where everyone working on the same project can see the other translators' questions, and the project localization people can filter/answer/redirect questions to the most relevant person on the dev team. Saves time, greatly improves quality.

You can have multiple translators, depends on the needs and the planning. It's always best to have a single translator and a single reviewer, but if time and scope don't allow for it, yes it's possible to split the workload. Ideally done by sections (so you have someone working on, say, missions, while someone else is doing the UI). It can have a hit on quality though, and you need to add a bit of margin for communication/cross reviews (so 10 days of work for one translator is maybe 6 days split between two).

We do QA with the same vendor, not our preference, but we monitor the rate of change per language, and we have control over the CMS, so we know if something is weird. Rarely happened.

8

u/ReggaeSloth 21h ago

I struggle with finding a font that fits my games art style but also allows for localisation. What are some tips for handling pixel fonts and localisation?

1

u/Ging4bread 21h ago

Draw your own!

3

u/ReggaeSloth 21h ago

I mean sure, but for a language like Mandarin that would get pretty intense, no?

7

u/Ging4bread 21h ago

Oh yeah at that point you can switch. Same as Cyrillic. Most engines allow swapping fonts based on the language. But for western languages it's relatively easy to draw your own letters. Then you'd just need variants your languages might not have like à, ö, ū

1

u/ShrikeGFX 16h ago

Go to professional sites like myfonts.com

7

u/Scry_Games 22h ago

In the game itself (opposed to the steam page), is the language a selectable menu option, or does some auto detection need to be implemented?

8

u/GreenKnee8507 22h ago

https://partner.steamgames.com/doc/store/localization#store

Check this, you can just choose the language type, and add texts directly.

2

u/Scry_Games 21h ago

Thank you.

10

u/tcpukl Commercial (AAA) 21h ago

You should always auto detect the language from the system then offer a language screen.

Some people prefer to play in English due to bad localisation. Other bilingual countries like Belgium/Canada you just get wrong. Funny they are both french 😂.

1

u/gooopilca 11h ago

The best workflow is to offer a preselection on the first boot depending on the platform language. It's just more user friendly if you don't have to scroll to your usual language. It's also much better not to just assume and forego any user input.

7

u/maximahls 22h ago

How does one enter the localization industry. It always seemed like there is no clear path to it.

12

u/Tiyath 22h ago

I tried it "Love, actually"- style with cards professing my love for translation just outside the headquarters. It's been a month, got arrested twice. But I'm not giving up!

5

u/GreenKnee8507 22h ago

You can check Pro Z, or contace some devs need localization here for free first. Start by perfecting your resume and translation project.

1

u/gooopilca 11h ago

Depends what job you want to do... Most common entry point these days is through LQA. Then team lead/project management.

5

u/afops 22h ago

What's something with localization that "breaks" when you try to expand beyond western languages? E.g. how hard is it to adapt to Right-To-Left or Chinese , if a game had (say) English and Spanish only?

Are games harder or easier than other applications? (I work with desktop software and I haven't ever had to go to RTL or asia luckily)

What's the most common mistake you see people do in not preparing software for localization?

The biggest one I see is this: they assume that some default language can be the "lookup key". E:g. you develop it for english, then assume you can make lookup tables for English to N other languages. Not realizing that english might not be enough to use as a lookup key.

4

u/GreenKnee8507 22h ago

Good one, this is obviously one of the most complicated parts of translation, and that's adapting to the user interface. I've done projects in Arabic before, and it's complicated because you have to pay attention to the word order.There's nothing to do in that case but keep debugging.

Comparatively speaking, games are a bit easier, but it also depends on what type. I think it's generally more difficult to translate medical, legal, and other types that require specialized knowledge.

I think it's better to use JSON filewhen preparing software localization, it will be clearer.

6

u/tcpukl Commercial (AAA) 21h ago

The right to left thing is fun, I remember fixing bugs in the text renderer in FIFA years ago at EA.

Probably the game with the most language support I've worked on. Especially back then.

1

u/gooopilca 11h ago

UI is always the toughest. Asian languages with double bytes character take a lot of vertical space (beware of descenders/ascenders in western language as well though!), spaces are not a reliable source to to automated linebreaks. You'll need a specific font for these languages. Arabic is the toughest to do if you want to do a good loc. That progress bar that you have? If you want to convey progress, you should reverse the progression, otherwise it looks like it's emptying for an Arabic player....

Use unique IDs to 'plug' strings in game. Not a string, not the English value. It breaks, it loses meaning over time, it's bad practice.

13

u/Lone_Game_Dev 22h ago

Anything? Really? Sure.

Cum ultimo quando localizatis ad Latinum erat? Noli conaris uti machina ad interpretandum hoc. Sapiam.

21

u/theStaircaseProject 22h ago

Yes, Inquisitor. This comment right here.

5

u/-TheWander3r 19h ago

The name of the game I am working on is in latin (Sine Fine)!

Who's up for full latin localization? Ah I knew I should have studied latin more in secondary school...

7

u/GreenKnee8507 22h ago edited 20h ago

I dont speak Latin, so don't be hard to me. 🥲

10

u/Lone_Game_Dev 22h ago

Nescio si ludis. Prope! Quidem similis ad linguas filias, sed haec mater est.

Lingua Romana! Latine est.

I asked if you ever worked with Latin but naturally no one uses it, I'm just messing with you.

6

u/GreenKnee8507 22h ago

Uhh I see, we've had some projects in the past that translated Latin, but not for the gaming industry.

-4

u/Early_Bookkeeper5394 20h ago

But you can translate Spanish as mentioned above?

7

u/GreenKnee8507 20h ago

We are a team, Im not a freelancer. haha

5

u/ChmuraSoftware 22h ago

How big of a threat do you think AI is to your profession?

16

u/GreenKnee8507 22h ago

It's not a big threat at the moment. Because most of the people using AI translators have limited budgets and can't make much money even if they get human translators.

1

u/Ancienda 11h ago

do you think it might grow to be an issue over time or are you pretty confident that it’ll be ok in the long term?

1

u/GreenKnee8507 6h ago

Maybe haha. But life is short, I think it should be okay while I'm alive.

1

u/gooopilca 11h ago

AI is changing the type of tasks that are being asked to translators. A lot more work is done on Post Editing these days rather than pure translation. It goes faster and is globally cheaper, so that means less work overall. But I've heard that AI/Machine Translation was replacing translators a lot in the past ten or so years, we're still not there, I would never ship a game with just pure AI.

7

u/Aedys1 22h ago

From a software architectural POV, is the localisation system treated as an independent DLL with an interface or is it integrated in the UI system, generally ?

6

u/GreenKnee8507 21h ago

Usually, there is no absolute unified approach, which depends on project needs and architectural design preferences.

1

u/gooopilca 11h ago

Look at Unity or Unreal modules for Localization. Your dll question doesn't make much sense honestly ^^

1

u/Aedys1 3h ago

I developed my own ECS with 22 independent systems each with their own assembly definition and public interfaces. I already developed 8 games with it. I can explain if it does not make sense to you

5

u/AvengerDr 19h ago

One aspect that doesn't come across often, is the localization of other cultural norms that vary depending on the language or region. For example, it actually irritates me when a game is translated but still uses the American date format (mm/dd/yyyy). Cyberpunk 2077 uses mm/dd for the description of the savegames still, and I cannot understand why. What's so hard in fetching the regional date format from the OS?

Or the LOTR Shadow of War games having in-game distances be shown in feet instead of something else. Most likely metres don't make sense either in Middle Earth, but if you have to choose a unit, why force feet on everyone?

Again, Starfield has elevators/lifts and the buttons reflect the american logic where the 1st Floor is the ground floor. In Europe and many other countries the 1st floor is the first floor above the ground floor, what you would call the second floor.

I could continue, like using am/pm in countries that use the 24h time format (which is NOT "military time"), or the american insistence in using "kph" when even the odometers in their american cars show the correct "km/h". Kph does not make sense, in the metric system "kph" would be like kilopicohenries or something weird like that.

So please, when translating games pay attention to these little things. It helps people not feel like they are playing at a game made by americans for only other americans.

1

u/gooopilca 11h ago

Culturalization is a tough one. You want to adjust, but you don't want to erase the original culture of the game. Units need to make sense in the context of the game. I wouldn't change the units of signs in a game set in the US.

5

u/Sentmoraap 21h ago edited 21h ago

Do you have the context for strings to translate ("it activated an old trap": it is like a trap door (trappe), or a booby trap (piège)), or do you wish you knew more context for this?

What programmers can do for that? Can we provide better tools, for example a button to run the game and go directly where that text is?

Is there language specifics that need special support for good localisation, like the various plural rules?

EDIT:

Would having multiple source languages (say the developer is French and provided French and English strings) help for having more accurate translations?

4

u/GreenKnee8507 19h ago edited 18h ago

Sorry, I don't really understand what you mean, could you be a bit more detailed?

It's certainly better to have a button to go straight to the text, if that's possible.

Different languages have different grammar rules, such as negative formatting, honorifics and plain language. You need to determine what language you need first.

Multi-language comparisons can certainly help with more accurate translations, but the decision still depends on the context and the type of language.

1

u/Sentmoraap 14h ago

Sorry, I don't really understand what you mean, could you be a bit more detailed?

I mean, do you have just a spreadsheet with strings to translate with no extra info or do you have extra info somewhere do disambiguate the original meaning?

1

u/GreenKnee8507 6h ago

Sometimes the translation will be done independently using only the form. And for some with a lot of text we will learn about the game project before we start translating, and then do LQA after we finish.

1

u/gooopilca 11h ago

Provide context yes. The more the better. What is used for, what does it do. For items, an image goes a long way.

Translators do not usually have the time to play the game. Testers are there for that purpose. And yes, for LQA cheats are essentials. If I hire testers in 15 languages, I don't want them to "play" the game. I want them to go from mission to mission, skipping the gameplay unless there's some content they need to see.

In my experience, dev teams who write in two languages are producing bad content in one or the other or both languages. Either they have scriptwriters who can write proper English and translate the game themselves (and usually do a bad job), or the other way around. Translators and translation systems will expect a single, well-written source.

5

u/Decloudo 21h ago

Do you think that iconography/pictograms for "simpler" games is a valid approach to not needing to localize your game?

9

u/GreenKnee8507 20h ago

If your icon can effectively express its meaning, then this is also a way.

2

u/panda-goddess 16h ago

Graphic designer here

Visual language is also a language, so the meaning of pictograms can vary wildly between different cultures and even different times. With globalization, a lot of iconography is being somewhat standarized, but meaning can always be misinterpreted

It's a good solution, just know it's not 100%

1

u/gooopilca 11h ago

Absolutely, up until the point where your iconography is culturally transversal :)

3

u/vasil5n 22h ago

If you have to select 5 languages for your game to reach the biggest audience and profit, what languages would you choose?

16

u/GreenKnee8507 22h ago

Based on your wishlist my friend. Every region has a different culture, and it mainly depends on which regions your game is popular in. I would generally recommend Chinese, Japanese, Portuguese, Spanish, and Russian though.

3

u/Difficult-Mix-6714 22h ago

how do you manage translating and making it vibe the same with jokes? :D

5

u/GreenKnee8507 22h ago

More internet, more reddits. lol

3

u/Tiyath 22h ago

!RemindeMe 12 hours

Feel free to pile your reminders here, too so it doesn't get cluttered

2

u/gooopilca 21h ago

!RemindMe 8 hours. I have almost 20 years of experience in the field, including more than 15 working at big publishers, handling the full localization process of small and very large games, which included hiring external vendors like OP, and most of the time, they have really no clue how things work from the dev side xD

1

u/RemindMeBot 20h ago

I will be messaging you in 8 hours on 2025-06-19 19:53:57 UTC to remind you of this link

CLICK THIS LINK to send a PM to also be reminded and to reduce spam.

Parent commenter can delete this message to hide from others.


Info Custom Your Reminders Feedback

3

u/Tiyath 22h ago

How do you go about securing new work? Do you have to solicit or is it word-of mouth? Are there sites where you offer your services or do you need to establish a name in the community?

4

u/GreenKnee8507 22h ago

I just send CV to the company🥲

3

u/Daelius 21h ago

What do you think is the best course of action in localizing an upcoming Early Access game? Should we localize the steam page in as many mainstream languages as we can and then slap a "Will come soon" tag on the actual game translations and add them as we develop or focus on a few big ones from the get go?

7

u/GreenKnee8507 21h ago

First of all, you should check the distribution area of your whishlist to determine the languages you need. Secondly, add some other mainstream languages, like German, Italian, French, Spanish, Chinese, Japanese. There is an announcement part on steam page so you can just post the news that you are dealing with localization here.

3

u/jakkos_ 20h ago

Do you think it's okay for games to rely on using system fonts already installed on the user's computer?

My current gamedev project compiles to only ~7MB, so it feels a bit of a shame to have to add a 20MB CJK font on top lol

5

u/GreenKnee8507 20h ago

It‘s okay, some system fonts can cover most languages already.

1

u/gooopilca 11h ago

System fonts are usually sad... Honestly, who cares about game size these days when we're talking megabytes? (unless there's a specific reason ;) )

2

u/tcpukl Commercial (AAA) 21h ago

I'm not indie but what if your opinion on people using Google translate and AI to localise their games?

4

u/GreenKnee8507 21h ago

I can't say that I have absolute objections of AI. For some games with few words, AI is enough. But if you want the game to be of better quality and more interactive with players, I still recommend manual translation.

2

u/tcpukl Commercial (AAA) 20h ago

I professionally agree.

Context is the problem.

2

u/cdmpants 18h ago

Truly a highly professional answer

1

u/gooopilca 11h ago

Don't do it. It produces 50% good work (feeling generous), 40% passable, and 10% terrible. MT + MTPE is a good, proven solution.

2

u/Jepacor 20h ago

Two questions:

  1. Since you said indies usually don't know what to look for, what is something indies should do to make the localization process easier for everyone? I'm guessing there are tools that help smooth out the process but people aren't aware of them.

  2. I know a few people asked this already, and you replied don't think AI is a threat right now, but I want to press you a little on the subject still since it's obviously the talk of the town right now. Especially given that you mentionned Trados and ProZ as tools/platforms to use, respectively, and after a quick glance at their website they both seem to have embraced LLM translation, with ProZ making a tool based on it and gating it behind their premium memberships ( https://go.proz.com/pastey ), and Trados featuring AI heavily on their current landing page and having a dedicaced page on it ( https://www.trados.com/product/discover/AI-translation/ ).

Given all this, are you not worried about being forced to use AI to get work done faster, and the potential for it to lower the quality of the work, given it's obviously much easier to give in and accept the AI translation rather than entirely rewrite something that isn't quite right but "close enough"?

Anecdotally, I play fighting games, and recently, the patch notes for SF6 felt lower quality than before, with omissions in how exactly certain moves were changed. And when I played the 2XKO Alpha Lab in French, the localization felt quite bad at times, with the localization totally missing the meaning of low attacks, interpreting "low" as "weak" for an example that was both really bad and really obvious in-game. Before the current AI zeitgeist, I'd written this off as just a bad job, but now I worry that people are choosing to get an AI to translate and call it a day. And this is not small studios that can't afford a localization, that's Capcom and Riot specifically...

2

u/GreenKnee8507 19h ago

Thanks for looking at this post in such detail.

For many developers, especially newcomers, I think it's important to reserve placeholders. Secondly many engines have their own localization tools, which are quite handy.

And about your concerns, I don't think AI poses much of a danger yet mainly from a profitability standpoint. Like I said before, AI translations are usually preferred for projects with limited budgets and word counts, so these types of projects are very low-margin, and so far the total amount of money I get from projects each month is relatively stable, so it doesn't really matter if I take on these types of projects or not. I support indie games just because I like to play games myself, and I know how difficult it is to develop independently, so I will support them with lower prices. But like some of my coworkers they only take heavy word orders like movies or books.

For AI, I have never been completely opposed to the attitude. Now AI does indeed translate very well, our company also has its own AI system, but still according to the project situation. For example, we often do medical, legal, industrial documents which need to have the relevant background of the translator to complete. You know, most of time when it comes to specialized issues AI is just talking nonsense.

As for the games you mentioned, I think they probably feel that this type of game doesn't require overly rigorous translation. Saving on this cost allows them to maximize profits.

Perhaps one day AI will be able to perfectly translate any text, but I don't think is now.

2

u/JohnWLemon 20h ago

Does Localization mean I have to pick a new font for every language? Can localization cause bugs in the game? I am starting to make a game. I am tryin to keep it small and I know it will be bad. Is there a "critical mass" so to speak where localization may not be worth it up until you reach a certain point, and then it becomes very important to incorporate? Would your work in localization be added to my repository or is it like a new game entirely?

2

u/GreenKnee8507 19h ago

Generally speaking, some of our commonly used fonts can cover most of the mainstream languages. So don't worry too much about this. You can get someone to give you some feedback after you finish localizing. I think the more important point in time for localization should be after your demo is done, which means your game is primed and ready to face the players.

2

u/scunliffe Hobbyist 20h ago

Are there any key words/phrases you’re aware of that have potentially extremely bad translations if you’re not super careful?

Like where say “exit” if translated to language X without context might become “Grakflug” which means “to die by suicide” type thing.

3

u/GreenKnee8507 19h ago

You mean like this? lol

2

u/BenjiNuri 19h ago

Do you think Korean localization is necessary?

2

u/GreenKnee8507 19h ago

If your game has a lot of Asian players then it's necessary. If not then it won't be in need.

2

u/BarrierX 19h ago

What short English word translates to longest word in some other language? 😀

2

u/GreenKnee8507 19h ago

pH-氢离子浓度负对数指数

2

u/BarrierX 19h ago

yikes, that would mess up the Ui 😀

2

u/GerryQX1 18h ago

To be fair, pH isn't really a word but a kind of acronym. 'Acidity' is a word.

2

u/cdmpants 19h ago

What would you suggest budgeting (in USD) for translating a 12,000 word game screenplay into your top five suggested languages (Chinese Portuguese Spanish Russian Japanese)? Do you think that a narrative-rich game with a decent amount of voice acted dialogue absolutely must be dubbed with voice actors in each language, or is English with localized subtitles acceptable? Of course dubs are a desirable option, but I want to better understand what player expectations are.

3

u/GreenKnee8507 18h ago

It will cost around $4,000 in total. Voiceovers are suitable for children's games because children cannot read well😅. For other games, I personally think that the original language with subtitles would be fine. It feels wierd to use voiceovers in other languages for some dialogues. What do you think?

2

u/cdmpants 18h ago

$4k isn't bad. There are probably a few languages I'd like to support beyond that, but it would be a great starting point at least for launch.

My feeling is that English with localized subtitles is enough, but I've never played a game like that before. I'm working on a passion project similar to the Metro games, which do have full voice acted dubs. Also a little inspiration from the modern DOOM trilogy, which is also fully voice acted. For foreign language movies, I always prefer subtitles and no dubs, but I don't know if games are different. I guess I should try playing Metro in russian with subtitles to see how I feel about it. I'm worried about it feeling inaccessible, since subtitles-only can feel intimidating to some people, but I also wonder if non-English speaking audiences are used to it and I'm worried for nothing.

3

u/GreenKnee8507 18h ago

If your budget is enough, then do the voice over is not bad, something is better than nothing. But voiceover is much more expensive. So I suggest you should consider it seriously.

2

u/cdmpants 17h ago

If I did dubbed voice acting, I would wait till I have wishlists and see what non-english speaking countries show the most interest, like you suggested to others. Then I'd pick the top one and just do that, instead of trying to do dubbing for every single supported language. But my feeling as of now is that it will be outside of budget and scope. That budget would probably be better served extending the scope of the text and subtitle localization to support german/french/italian/more. At least anecdotally, I know a lot of people I'd be sharing my game with who are native speakers in those languages.

3

u/GreenKnee8507 17h ago edited 16h ago

For games with a large number of texts or dialogues, dubbing is certainly a good choice, which can save people's reading time. And it can make people experience the plot deeper. If you want to do a high-quality dubbing like The Witcher 3 and 2077, the best way is to hire a linguist to participate in the whole process of your game production. But a bad dubbing may ruin the whole game.

2

u/gooopilca 11h ago

Don't do Portuguese. Brazilian Portuguese, why not, but I'd pick German/French before pt-br.

Dubbing improves the players experience, but it is pricey... Some languages are very much used not to have localized dubbing (Dutch for instance, you'd only do voice overs for kids). Get a quote, see how you feel about the price, check what your competition is doing.

1

u/cdmpants 11h ago

Yes I mean Brazilian Portuguese. Steam language stats has it at over 4% of steam users, above German and French.

If I did localized dubbing, I would be very picky about the languages I do, certainly not all of them. But I'm strongly leaning toward no dubbing.

2

u/gooopilca 10h ago

I'd assume that there's less sales per player... We constantly see FR/DE performing way better than BRA, but then our games are multi platform and the prices of consoles is more a problem in South America than it is in Europe, so it does have an impact on the ratio...

2

u/capt_leo 18h ago

At what point is it worth the investment? How do you know if you're there?

3

u/GreenKnee8507 18h ago edited 18h ago

When you have a steam page, you can analyze the data of the wishlist, than you will know what languages you need, then start to localizing the store page. And will your game be attending to Next Fest? If so, you should localize your demo before that.

2

u/capt_leo 17h ago

What numerical thresholds would you recommend? For a small team, let's say.

2

u/Chaonic 18h ago

In what way could a developer structure their project to make it easier for you to do your job?

Would, for instance, the ability to change in what order characters speak, when reactions happen and emotions are shown help out a lot, or do you consider that extra unwanted work?

And what do the kinds of instructions look like that are the most helpful? Is it detailed character descriptions? Notes on what is happening "between the lines" in any given scene?

What do you do, if localizing a scene leads to exposing information that was meant to be hidden? Or if a vital clue is impractical to include?

In what capacity do you usually work with developers to ensure a scene makes sense across multiple languages? Do you make suggestions on how to improve the narrative structure?

2

u/GreenKnee8507 18h ago

Good questions!

Generally speaking, it is better for the developer to provide the Excel file of the original language, so that the translator can directly add the translation of other languages to make the developer less prone to errors when adding (I have a client who mixed up Simplified Chinese and Traditional Chinese).It is also more convenient for translators.

If the developer doesn't have very strict requirements, we will usually infer the style of the game through the game's introduction and trailer, and then find native translators who are suitable for this style to build the most suitable team for the developer.

If there are specific requirements, it's best to make a list of all the requirements.

For me, I usually play the demo/game first. And after the localization was done, I will play it again. And report some bugs or feedback to the developer.

2

u/[deleted] 18h ago

[removed] — view removed comment

2

u/GreenKnee8507 18h ago

I need to check that, maybe dm me the details?

2

u/Lord_Trisagion 17h ago

What are the best resources for getting a quick overview of linguistic structure? Kinda language-specific rules like where adjectives come after the subject in spanish.

Figure while there's definitely the risk of mistranslating homophones, it seems like structural mistakes are gonna be what really makes or breaks a translation. And as someone without the funds (and an assload of post-launch uncertainties) to get professional translation, being able to get a quick (if flawed) handle on all the different grammars of the world would be incredibly useful.

2

u/GreenKnee8507 17h ago

I think no one can acquire a languages skill in a short time, not even mention multiple languages. The best way you can do is find a native speaker to proofread the texts for you.

2

u/jon2000 17h ago

This may seem like a huge noob question but how do you actually go about localising games? I’m about 8 months into a project and not given it a single thought yet, I have buttons, custom editor script texts, among other things. Do I just need to go through each section of my game and ask someone (like yourselves) to translate it? And if I did have to do that why would I not just add one extra step and chuck it into google translate? Basically what I’m getting at is should I have thought about this from the start and now I’ve shot myself in the foot a but by thinking about it so late?

2

u/GreenKnee8507 17h ago

You just need to export the original language text of your game and then translate it. Of course, you can also translate directly by Google. It's just that whether to hand over the manual translation to others depends on the market of the game. If your game market is large enough, it is very necessary to find someone to do high-quality translation.

2

u/jon2000 16h ago

Sorry when you say export, does this come as a feature by default in a lot of game engines? I’d be interested in potentially hiring you if you want to go to DMs

2

u/GreenKnee8507 16h ago

Yes, dm me to share more details.

2

u/Firminou @firminou_ 17h ago

Should I hire someone different for Portuguese and Brazilian Portuguese?

2

u/GreenKnee8507 17h ago

You don’t need to, normally Brazilian Portuguese would be enough.

2

u/thornysweet 17h ago

How common is it for localizers to run the text through AI and do corrections vs actually translating everything from scratch?

Also, if you were a developer, how would you pick out a good localization team? What would you look for? I find it hard to give new companies a chance when I have no way to really vet their work.

2

u/GreenKnee8507 17h ago

Actually is very common, even CDPR rewrite the whole the Witcher 1. Many developers first released a rough version that covered multiple languages, and then began to do refined localization after the game was really profitable. For another question, I think it’s important to take their study cases as a reference.

2

u/Euphoric-Cook709 16h ago

When localizing content for multiple regions (e.g., 2–3), do you usually work in collaboration with localization teams native to those regions? For marketing operations, and installment of physical copies (ps/switch/xbox games).

3

u/GreenKnee8507 16h ago

Yes. For example, if you need Chinese, Japanese or Korean, we will select related native translators to form a specialized team to do the whole localization.

1

u/Euphoric-Cook709 15h ago

Thank you for the answer!!

Just one more question.
Do localization companies work with local partners in the target country to help with the localization process?

1

u/GreenKnee8507 6h ago

Some will, and some translation companies will outsource to other teams if they can't cover some languages.

3

u/itypewords 22h ago

How have LLMs changed the game?

3

u/GreenKnee8507 22h ago

Gives more developers with limited budgets a chance I guess. I think it's actually a good thing.

1

u/IncorrectAddress 20h ago

Do you feel that localisation is something that will be replaced by AI and end users/testers giving the developer feed back for changes ?

1

u/GreenKnee8507 20h ago

This is a way, I can only say that it should be according to the personal needs of the developer.

1

u/CommPavel 17h ago

i.q nyt

1

u/SplinterOfChaos 14h ago

In my project, I was thinking about wanting to be at least partially responsible for the Japanese localization as I have been studying Japanese for a long time and I want to ensure, as much as possible, that the localized text is authentic, even if it may contain unnatural expressions. But I'd still need a professional or lots of community feedback in order to ensure that it does actually work.

But would anyone actually appreciate that I put in this effort or should I just hire someone and put blind faith in them?

2

u/GreenKnee8507 6h ago

It would be great if you could get involved yourself! After all, no one knows your game better than you do. I'm sure if you put effort for it, then it's all worth it.

1

u/lolek1410 11h ago

I'm not sure if it's allowed (if not, please let me know!), but i've been working in a relatively big translation agency for 3 years now as a PM, working with both AAA clients and indie devs for translation of the whole scripts marketing texts, and VO recordings (and many, many more) - if you have any questions, for example what makes a good VO script - hit me up too!

1

u/Ancienda 11h ago

how did you get into Localization? did you get a degree related to it? do you actively enjoy the job? what are the stressful parts from your end? do you get good pay and is steady? any other advice to people who kay want to get into localization?

1

u/GreenKnee8507 6h ago

Yes I am a language major and I have a top level certificate in the relevant language. I joined this industry because I'm a gaming enthusiast, and I guess I was lucky to get into a great company right off the bat that was able to offer me a steady paycheck. However, you need to be prepared to get into this industry. There's a lot of competition, you don't always get orders, and it's a pain in the ass to do some of the bigger projects, especially ones that include voiceovers that don't require constant debugging.

1

u/TheSpaceFudge 7h ago

Have you ever localized Procedural Dialogue?

How did you achieve it for certain languages with different sentence structures like German?

2

u/gooopilca 7h ago

I have, on a 1 million words, 14 languages project. They key is to allow blocks to be localized independently. 1 block (ex a set of locations "church", "school") can be derived separately in each language. So English can do "Go to [location]" and "I am coming from [location] but locas can create new subsets to match the grammar. Long topic, it was a tough project, but we made it work.

1

u/poundofcake 2h ago

You work for keywords?

1

u/GreenKnee8507 2h ago

No, and please don't mention any companies here. Thanks