Game Localization · Glossary
What is LQA Testing?
LQA testing (Localization Quality Assurance testing) is the process of verifying that localized game content renders correctly in the actual game build — checking for text truncation, display errors, encoding issues, overflow, font problems, and linguistic accuracy in-context. LQA testing is distinct from linguistic review: it requires a playable game build and identifies problems that only appear when localized strings are loaded into the actual game environment.
What LQA Testing Finds
LQA testing identifies two categories of issues that linguistic review misses. First, display/functional issues: text that renders correctly in a spreadsheet but overflows its container in-game, characters that display as boxes or garbled symbols due to missing font support, RTL text that renders left-to-right in a non-mirrored UI, numeric formats that display incorrectly for the locale, and button labels that truncate in ways that change meaning. Second, in-context linguistic issues: translations that were technically correct in isolation but don’t read naturally when displayed with surrounding UI, character dialog that contradicts the game’s visual context, and terminology inconsistencies that are only visible when comparing strings side-by-side in the game.
LQA Testing vs. Linguistic Review
Linguistic review is done in a translation tool or spreadsheet — it checks the translation quality without seeing the actual game. LQA testing is done in the game itself — it verifies that the translation works in context. Both are needed. Linguistic review catches translation errors early and cheaply; LQA testing catches rendering and contextual errors that cannot be identified without a build. Skipping LQA testing in favor of linguistic review alone is a common cause of visible localization quality failures at launch.
LQA Testing Methodology
LQA testing typically involves: a build provided by the developer with all localized strings loaded, an LQA tester working through defined test cases and free-play areas, a bug reporting system (Jira, Excel, or a localization-specific tracker), severity classification for each issue (critical = gameplay-breaking; major = visible error; minor = stylistic), and an iterative fix-and-retest cycle before final sign-off. Screenshot or video evidence is provided for each reported bug.
When to Schedule LQA Testing
LQA testing requires a stable game build — typically available during late development or alongside QA testing for the primary language. For sim-ship projects, LQA should be scheduled with enough time before certification submission to address and fix reported issues. Rushing LQA at the end of production (a common pattern) reduces effectiveness: found issues may not have time to be fixed before launch.
SandVox and LQA Testing
SandVox’s LocQA service covers full LQA testing — providing in-context review in playable builds, detailed bug reports with severity classification, screenshots of all identified issues, and iterative retest cycles. LocQA is included as standard in all SandVox localization projects and available as a standalone service.
Related terms: Localization Qa · Functional Testing Localization · Linguistic Testing · Pseudo Localization
Frequently Asked Questions
Can LQA testing be done without a playable build?
Partial LQA — screenshot-based review or spreadsheet linguistic review — is possible without a build and catches some issues. Full LQA testing requires a playable build to identify rendering errors, truncation, and in-context linguistic issues. For mobile games, device testing is recommended in addition to emulator review, as real device rendering differs from desktop emulation.
How many rounds of LQA testing are needed?
Typically two to three rounds: an initial LQA pass that identifies all issues, a developer fix pass, and a retest round that verifies fixes and checks for newly introduced issues. Critical issues may require additional rounds. We scope LQA by round, not by issue count, to provide predictable timeline estimates.
What severity levels does SandVox use in LQA bug reports?
We classify LQA bugs as: Critical (gameplay-breaking — wrong information changes player behavior, crash, or untranslated critical UI), Major (visible quality issue that affects player experience — truncation, encoding error, awkward translation in prominent location), Minor (stylistic inconsistency, punctuation, preference — fix if time allows). Prioritization is based on severity and visibility.
Do you test LQA on real devices or emulators?
Both. Emulator testing is practical for initial passes and catches most display issues efficiently. Real device testing is recommended for mobile games targeting specific platforms — iOS rendering on real hardware differs from Simulator, and Android fragmentation means specific devices may show issues not visible on emulators. We advise on device test coverage based on your target markets.
Need Expert Game Localization?
SandVox provides end-to-end game localization including lqa testing — for narrative games, mobile titles, webtoons, and interactive fiction.