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Translation Rate — Per-Word Pricing for Game Localization Explained

Game Localization · Glossary

Translation Rate — Per-Word Pricing for Game Localization Explained

A translation rate is the price charged per source word for professional translation services. In game localization, per-word pricing is the industry standard — the client pays a fixed rate per word of source content, multiplied by the confirmed source word count, to arrive at a predictable project cost. Rates vary by language pair, content type, service level, and Translation Memory leverage.

Typical Game Localization Rates by Language Pair

Translation rates in game localization vary by language pair and market dynamics. Approximate ranges for professional human translation (full translation, no TM): European languages (German, French, Spanish, Italian, Portuguese, Dutch, Polish, Russian, Czech) — typically $0.10–$0.16 per source word. Scandinavian languages (Swedish, Norwegian, Danish, Finnish) — $0.12–$0.18 per source word, reflecting smaller translator pools. CJK languages (Japanese, Korean, Simplified Chinese, Traditional Chinese) — $0.12–$0.22 per source word, reflecting linguistic complexity, smaller qualified translator pools, and the additional QA overhead for CJK rendering. Arabic — $0.12–$0.20 per source word, reflecting RTL complexity and dialect considerations. These are per source word rates — the word count of the source language (English) determines cost, not the translated word count.

What Affects Translation Rate

Several factors shift translation rates beyond the base per-word price. Content complexity: narrative dialogue and character voice writing require higher skill and command a higher rate than UI labels and system messages. Turnaround: rush delivery (under 5 business days for large volumes) adds a premium. Language pair supply: rare language pairs with few qualified game-translator specialists command higher rates. Service level: translation-only vs. translation + editing + proofreading (TEP) vs. translation + TM management + QA + LocQA have different price points. Volume: very large projects (50,000+ words) often qualify for volume rates. MTPE: Machine Translation Post-Editing is typically $0.05–$0.09 per source word — cheaper than human translation but not appropriate for all content types.

Translation Memory Leverage and Rate Discounts

Translation Memory (TM) leverage is the mechanism that makes re-translation cheaper for recurring clients. When a translated game ships, every source-target string pair is stored in the project TM. On the next DLC or patch, the TM is consulted for each new string: 100% matches (exact source text repeated) — typically 0–30% of full rate. Fuzzy matches (80–99% similar source text) — typically 30–75% of full rate depending on match percentage. No match (new string) — full rate. For a DLC that reuses 40% of strings from the base game, TM leverage typically reduces translation cost by 25–40% compared to a full retranslation. This is why TM ownership matters: if a vendor retains your TM, you lose this cost reduction if you switch vendors.

How Translation Rate Relates to Total Project Cost

The per-word translation rate is the core cost driver, but total project cost includes additional items that vary by vendor and scope. A complete quote for game localization typically includes: translation (per-word rate × source word count), TM leverage discounts applied, QA (automated Xbench run — often included by professional vendors), in-engine LocQA (usually quoted separately, per language, depending on scope), project management (often included), file format processing (often included), and optional services (voice-over casting, subtitle timing, App Store metadata). Vendors who quote only a translation rate without itemizing QA, LocQA, and PM are usually excluding those services — clarify before accepting a quote.

SandVox and Translation Rate

SandVox quotes all projects at a fixed per-word rate with Translation Memory leverage applied from the first project. TM and terminology glossary are delivered with every project. In-engine LocQA is quoted separately per language with a defined scope. No hidden scope expansion — every line item is explicit in the project quote.

Related terms: Translation Memory · Language Service Provider · Translation Vendor · Localization Project Manager · Mtpe

Frequently Asked Questions

Should I get a per-word rate or a project rate?

Per-word rates are more transparent and comparable across vendors. A project rate (flat fee) without an underlying per-word rate makes it difficult to evaluate value or understand what happens if scope changes. Always request the per-word rate and source word count behind any flat fee — a reputable vendor will provide these without hesitation.

How is source word count determined?

Source word count is the word count of the source language strings — the content being translated. Most CAT tools (memoQ, Trados) count words from the source segments in the string file, excluding string IDs, metadata, and code. The vendor should confirm the word count from the actual files during scoping — word count estimates from a file manager or document word count can be significantly off for game string files.

Is machine translation cheaper and does it affect quality?

MTPE (Machine Translation Post-Editing) is typically $0.05–$0.09/word compared to $0.10–$0.22/word for human translation. Quality depends on content type: MT performs reasonably well on short, formulaic UI strings and system messages. It performs poorly on narrative dialogue, character voice, humor, cultural references, and idiomatic expressions. Most professional vendors recommend MTPE only for lower-priority, lower-visibility content — not for character dialogue or player-facing story text.

Need Expert Game Localization?

SandVox provides end-to-end game localization including translation rate — for narrative games, mobile titles, webtoons, and interactive fiction.