Gaming Translation & Localisation Services
- In-game text, narrative and UI
- Specialist Asian-language capability
- Workflows for releases and updates


Gaming Translation & Localisation Services
- In-game text, narrative and UI
- Specialist Asian-language capability
- Workflows for releases and updates
Built around the way games are developed
Game strings rarely tell the full story on their own. A short word or phrase might be a menu command, an item name, part of a conversation or an instruction shown during play. Without the right context, even a linguistically correct translation can sound out of place or create confusion.
General software localisation often focuses on interface functionality, navigation, system messages and locale-specific formats. Game localisation must account for these technical requirements while also preserving narrative, characterisation, fictional settings, player choices, humour and pacing.
That is why the localisation process needs to reflect the way your game is structured and developed. Reference materials, screenshots, character information, approved terminology and notes about where each string appears can all help linguists make better-informed decisions.
Game content we can localise
A game localisation project may involve several connected content types. Keeping them within a coordinated workflow helps maintain a consistent experience across the game itself and the materials supporting its release.
In-game text and user interface
Menus, settings, prompts, tutorials, notifications and other player-facing text need to remain clear while fitting the space available within the interface.
The localisation process can take account of character limits, text expansion, line breaks and the purpose of each string. Where context is available, linguists can also distinguish between identical source terms used in different parts of the game.
Dialogue, narrative and character voice
Dialogue needs to communicate more than its literal meaning. It may also convey personality, relationships, humour, tension or information that becomes important later in the story.
Character notes, narrative summaries and information about the intended tone help linguists keep voices distinct and make appropriate choices throughout the game. This is especially important when several translators are working across a large volume of connected content.
Subtitles and voice-over scripts
Spoken dialogue may require different treatment depending on whether it will appear as subtitles or be recorded as localised audio.
Subtitle text must be readable within the available time and space. Voice-over scripts need to sound natural when spoken and may need adjustment for timing, performance and character voice.
Projects requiring full audio production can be connected with our voice-over and dubbing services. Where timed text or captioning is required, we can also coordinate with our subtitling and closed captioning services.
Store listings and release materials
The language used to present a game outside the gameplay itself should remain aligned with the product, audience and tone of the original.
This may include store descriptions, promotional copy, release communications and other supporting content. Material that depends heavily on wordplay, campaign concepts or a particular creative approach may require transcreation rather than direct translation.
Keeping terminology, names and narrative consistent
Games often contain recurring names for characters, locations, factions, abilities, items and gameplay mechanics. A term introduced early in the project may appear again across dialogue, menus, tutorials and release content.
Before translation begins, we can review existing terminology, character information and style guidance provided by your team. Approved translations can then be recorded and shared across the people working on the project.
Depending on the content, this may involve:
- Agreed translations for names and recurring terms
- Notes explaining game mechanics and fictional concepts
- Character profiles and dialogue guidance
- Style and tone preferences
- Character limits for interface strings
- References showing where text appears
- Records of approved changes and reviewer feedback
This gives linguists more than a list of isolated strings. It provides the context needed to make consistent decisions as the project develops.
Working within character limits and interface constraints
Text does not expand at the same rate in every language. A label that fits comfortably in the source interface may become too long after translation, while some writing systems require different approaches to spacing and line breaks.
Character limits should therefore be considered alongside meaning and usability. Shortening a translation is not simply a matter of removing words. The linguist needs to understand what the string does, where it appears and which information must be preserved.
Where screenshots, builds or other visual references are available, they can help identify:
- Truncated or overlapping text
- Unnatural line breaks
- Labels that do not suit the available space
- Strings shown in the wrong context
- Inconsistent terminology
- Missing or untranslated content
- Display problems affecting particular scripts
These checks complement linguistic review by showing how the localised text behaves within the game rather than only in the source file.
Cultural review for game content
Games can include humour, historical references, fictional names, symbols, imagery and themes that may be interpreted differently by different audiences. Cultural review helps identify elements that deserve closer attention before decisions are made about adaptation.
This does not mean replacing every reference or changing the identity of the game. The aim is to provide your team with relevant linguistic and cultural context so that you can make informed decisions about the intended locale.
Depending on the project, a review may consider:
Names, titles and fictional terminology
Humour, idioms and wordplay
Historical, political or social references
Potentially sensitive dialogue or imagery
Tone, formality and character relationships
Local conventions affecting interface text
Whether creative copy needs translation or transcreation
Recommendations should be based on the specific content and intended audience, rather than broad assumptions about an entire country or culture.
Localisation QA in context
A linguistic review can identify issues within the translated text, but some problems only become visible when that text is viewed in context.
Depending on the agreed scope and the materials available, localisation QA can include checks for language, terminology, presentation and consistency. Reviewers can record issues for the development team and distinguish between linguistic changes and problems requiring an interface or implementation adjustment.
For dialogue and narrative content, the review may also consider whether character voices remain consistent and whether responses make sense within the surrounding conversation. For subtitles and audio scripts, timing, readability and attribution may require additional attention.
The appropriate QA approach depends on the format of the game, the available build or reference materials, the content being localised and the way your team manages internal testing.
Specialist support for Asian-language game content
Asian languages may require decisions that extend beyond replacing the source text. Script choice, character width, line breaking, tone, formality and naming conventions can all affect how content appears and how dialogue is understood.
The correct approach depends on the language, locale, genre and intended audience. Requirements for one Asian-language version should not automatically be applied to another.
Asian Absolute specialises in Asian languages and can match game content with linguists who understand the relevant language and cultural context. This capability can support a full localised release or a specific language requirement within a wider multilingual project.
It does not matter whether the project represents entry into a new market or simply the need to provide content in an Asian language. The workflow is based on the content, audience and production requirements you provide.
A workflow that supports releases and updates
Game localisation may take place before an initial release, during later development or as part of an established update schedule. The workflow should make it clear what has changed, which content has already been approved and what needs to be reviewed again.
1. Project and content review
We begin by reviewing the content types, target locales, schedule, available reference materials and expected deliverables. This helps identify whether the project includes interface text, narrative, subtitles, audio scripts, release content or a combination of these.
2. Context and terminology preparation
Existing glossaries, character notes, style guidance and approved translations are reviewed where available. Questions about context, naming or ambiguous strings can be raised before they affect larger parts of the project.
3. Translation and localisation
The content is assigned to linguists selected for the language, subject matter and type of game content involved. They work with the terminology and references agreed for the project.
4. Linguistic review
The localised content is reviewed for meaning, fluency, consistency, tone and adherence to the project guidance. Narrative connections and recurring terminology receive particular attention.
5. Localisation QA
Where included in the scope, localised content can be checked in context using the builds, screenshots or other reference materials made available by your team. Issues are recorded for review and correction.
6. Delivery and future updates
Localised content is returned in the agreed format. Approved terminology, previous translations and reviewer decisions can then support later releases, patches or content updates.
The workflow can be aligned with your existing update and version-control process so that new and amended content can be identified without unnecessarily reworking material that has already been approved.
Connected services for multilingual game projects
Some projects extend beyond the text contained within the game. Rather than reproducing these services here, we connect the relevant parts of the project with Asian Absolute’s specialist teams.
- Software localisation for broader interface, application and locale-specific requirements
- Subtitling and closed captioning for timed dialogue and audiovisual content
- Voice-over and dubbing for casting, recording and multilingual audio production
- Transcreation for creative store copy, campaigns and release materials
- DTP and typesetting for multilingual packaging, printed materials and designed assets
- Technical translation for supporting technical documentation included within the wider project
The combination required will depend on the content, production stage and responsibilities already handled by your internal team.
Why work with Asian Absolute?
Specialists selected for the content
Game projects are matched with linguists whose language skills and relevant experience fit the content involved. Narrative dialogue, interface strings and promotional copy may require different strengths, even when they belong to the same release.
Context-led localisation
We use the references, terminology and project information supplied by your team to help translators understand how the text functions within the game.
Consistency across connected content
Approved terminology and style guidance can be applied across interface text, dialogue, subtitles, store listings and future updates.
Asian-language expertise
Our specialist focus on Asian languages supports projects requiring careful attention to script, tone, naming and regional language choices.
A quality-managed process
Asian Absolute’s ISO 9001 and ISO 17100 certifications support the management and review of translation projects. The exact workflow and QA requirements are agreed according to the needs of each game localisation project.
Flexible project scope
We can discuss support for a defined set of game content or a broader localisation workflow involving multiple content types and releases.
Planning a release or localisation update?
Tell us about your game, the content you need to localise and the languages or locales involved. We will review the scope and discuss a workflow that fits your development schedule, internal review process and planned deliverables.

Frequently Asked Questions
Need help with your project? Give us the details, and we'll be in touch with you shortly.
