Game Localization · Glossary
What Is Localization — Game and Software Localization Explained
Localization (l10n) is the process of adapting a product — its text, audio, visuals, and cultural references — for a specific target market or locale. In game development, localization transforms a game built for one language and culture into a version that feels native to players in another market, covering everything from translated UI strings to adapted voice-over, culturally adjusted art assets, and regional compliance requirements.
Localization vs. Translation
Translation converts text from one language to another. Localization adapts the entire product experience for a target culture — translation is one component of localization, not a synonym. The distinction matters in games: a direct translation of a Japanese game’s honorific dialogue system produces grammatically correct but culturally jarring English text. A localized version restructures the dialogue to achieve the same emotional relationship dynamics using English-language conventions. Similarly, localizing a game for the Saudi Arabian market may require adjusting art assets, UI layouts for RTL text, and certain content categories — none of which translation alone addresses.
Internationalization and Localization — i18n and l10n
Internationalization (i18n) is engineering work done before localization begins — designing the codebase, UI, and asset pipeline to support multiple locales without structural changes. Internationalizing a game means: externalizing all strings into string files (removing hardcoded text), designing UI layouts that accommodate text expansion (German is 30–40% longer than English), configuring font systems to support CJK and RTL character rendering, and separating locale-specific assets (voice-over, imagery) from engine code. Localization (l10n) is the adaptation work done per target locale once internationalization is complete. The rule: a game that has not been internationalized cannot be localized without engineering rework. The order is always i18n first, then l10n.
What Game Localization Covers
A full game localization project covers: Text localization — UI strings, dialogue, item descriptions, tutorial text, system messages. Voice-over localization — either subtitles only (the majority of localized games) or full dubbing with lip sync adjustment. Audio localization — replacing or dubbing recorded audio, adjusting subtitle timing. Art localization — adapting images, icons, or UI elements that contain text or culturally specific imagery. Marketing localization — App Store descriptions, store pages, trailers, social media. Compliance — content adjustments for regional rating requirements (PEGI, CERO, USK, ESRB). The scope depends on the target market and the ambition of the release — a localization for Germany may require only text and subtitles; a localization for Japan may require full dubbing and extensive cultural adaptation.
Localization ROI
Data from multiple large game releases supports localization as a revenue multiplier. Games localized into Japanese, Korean, and Chinese typically see 40–80% of additional revenue from those markets at a fraction of development cost. A game localized into 11 languages reaches roughly 95% of the global gaming market by revenue. The investment in localization is typically 5–15% of development budget for a standard text-and-subtitle scope — the return on that investment, at scale, is among the highest in game development.
SandVox and Localization
SandVox provides end-to-end game localization — text translation, voice-over coordination, file format handling, and in-engine LocQA. We work with game studios from first string export through verified translated build, covering the full localization scope rather than translation-only delivery.
Related terms: Game Internationalization · Translation Memory · Lqa Testing · Simultaneous Ship · String Externalization
Frequently Asked Questions
What is the difference between localization and globalization?
Globalization (g11n) is the overarching business strategy of adapting products for international markets — it includes internationalization (i18n), localization (l10n), and business decisions about market entry, pricing, and distribution. Localization is the product-level execution within that strategy. In practice, developers typically use ‘localization’ to mean the full adaptation process including translation, engineering, and QA — the term ‘globalization’ is more common in enterprise software contexts than in game development.
How long does game localization take?
Timeline depends primarily on word count and language count. A 10,000-word text-only project into one language takes approximately 1–2 weeks for translation and QA with an experienced vendor. Adding languages adds parallel timeline or requires batching. Voice-over projects add 2–6 weeks depending on studio availability and recording volume. In-engine LocQA adds 1–3 weeks per language after translated files are imported. Planning localization as part of the production schedule rather than an end-of-cycle addition typically reduces total time by 30–50%.
Which games should be localized?
Any game with a meaningful potential audience in non-English markets. At minimum: if your game has narrative, character dialogue, or complex UI, localize for the five to seven highest-revenue global gaming markets (Japan, Germany, France, Brazil, South Korea, China, Spain). High-volume, low-narrative games (endless runners, puzzle games) have lower per-string costs and benefit strongly from localization in markets with low English proficiency. Text-heavy narrative games (RPGs, visual novels, adventure games) require more investment but see the highest proportional revenue gains from localization.
Need Expert Game Localization?
SandVox provides end-to-end game localization including localization — for narrative games, mobile titles, webtoons, and interactive fiction.