About the service
I do game localization for mobile and PC studios and know for certain: translating a game is not translating a document. Text on a button must fit into a fixed-width interface element, a quest storyline must maintain the character's voice across hundreds of lines, and a joke must land for a player who's never heard the original cultural references. I work directly with source files — string tables, dialogue scripts, engine-exported files — and deliver translation accounting for length constraints immediately, not text that later breaks buttons and ruins layout.
I start the work with a glossary: I pin down terms for character names, item types, and repeating interface phrases so the entire game reads as a unified world, not a patchwork of different translator decisions. Then I translate dialogue, watching tone — a grumpy blacksmith and a cheerful companion should have different voices, not just accurate meaning. Puns and culturally-specific jokes I rewrite from scratch, not translate literally, so humor actually works for the new audience.
What you get as output:
— translated and length-checked interface strings ready to embed in the build;
— dialogue and quest text with consistent character voices;
— glossary and style guide for future updates;
— brief report with strings to verify in context after implementation.
I start the work with a glossary: I pin down terms for character names, item types, and repeating interface phrases so the entire game reads as a unified world, not a patchwork of different translator decisions. Then I translate dialogue, watching tone — a grumpy blacksmith and a cheerful companion should have different voices, not just accurate meaning. Puns and culturally-specific jokes I rewrite from scratch, not translate literally, so humor actually works for the new audience.
What you get as output:
— translated and length-checked interface strings ready to embed in the build;
— dialogue and quest text with consistent character voices;
— glossary and style guide for future updates;
— brief report with strings to verify in context after implementation.