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What Is a Localization Kit? — Preparing Your Game for Localization
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A localization kit (loc kit) is the package of materials you provide to your localization provider at the start of a project. A well-prepared loc kit enables the localization provider to start immediately, brief translators correctly, and deliver better translations with fewer revision cycles. A poorly prepared loc kit — missing string files, no context, no reference build — means slower project start, more translator questions, and higher risk of translation errors. This guide explains what a complete loc kit includes and how to prepare one.
What a Complete Loc Kit Includes
A complete game localization kit includes: (1) Exportable text strings in a standard format — all translatable text extracted from the game files in XLIFF, CSV, JSON, PO, or your engine’s native export format. (2) A reference build — a playable build of the game (executable, APK, or access link) that lets translators see strings in context and enables LocQA. (3) A glossary — a list of game-specific terms (character names, place names, game system names, ability names) with preferred translations or notes on how to handle them. (4) Character and tone notes — brief descriptions of each character’s personality, background, and speech register for dialogue-heavy games. (5) Any previously completed translations — Translation Memory (TMX files) or previous localized builds from earlier versions or patches. (6) Technical notes — any known string issues, variable placeholders explained, line break or character limit constraints.
Why the Reference Build Matters
The reference build is the most valuable single element of a loc kit because it enables two critical things: context for translators and the ability to conduct in-engine LocQA. Context: many game strings are ambiguous without seeing them in the game — ‘Continue’ is a menu button, not a word in a sentence; ‘Attack’ is a battle command, not a description. Translators who can see strings in their actual context produce better translations. LocQA: without a build, it is impossible to test whether translated text fits in the UI, renders in the correct font, or causes gameplay issues. A loc kit without a reference build means the provider cannot conduct proper in-engine LocQA.
The Glossary — Most Underestimated Element
The glossary is the most underestimated element of a loc kit and the one most often missing or incomplete. A game-specific glossary should include: all character names with notes on whether to translate, transliterate, or keep as-is in each language; place names and faction names with the same treatment notes; ability and skill names (especially in RPGs where names carry mechanical and thematic weight); game system names (the name of your crafting system, the name of your progression mechanic); and any terms that have specific in-game meaning that differs from their everyday meaning. Without a glossary, translators make independent decisions about these terms — resulting in inconsistent translations across different translators or between projects.
Character Notes for Dialogue-Heavy Games
For games with significant dialogue — narrative games, visual novels, RPGs with extensive character interaction — character notes allow translators to maintain consistent character voice. A character note should include: name and role; personality summary (direct, verbose, playful, formal, etc.); background relevant to speech style; examples of the character’s dialogue from the source with notes on tone; and any specific language conventions the character uses (catchphrases, speech tics, formal/informal register). Character notes are most valuable for leads and recurring characters — minor characters with few lines may not require detailed notes.
Frequently Asked Questions
What string file formats does SandVox accept?
SandVox accepts all standard game string file formats: XLIFF (.xliff, .xlf), JSON (.json), CSV (.csv), PO/POT (.po, .pot), YAML (.yaml, .yml), XML-based formats, and Unity/Unreal/Godot native export formats. We also accept strings in spreadsheet format (Excel, Google Sheets) for developers without a standard pipeline. If your format is not listed, contact us — we handle custom formats with most game engines.
What if I don’t have all the loc kit elements ready?
We can start projects without a complete loc kit, but elements missing at project start create gaps that reduce quality or require re-work. Missing reference build: translation proceeds without context — more translator queries, higher revision risk. Missing glossary: we develop one during the project based on the strings — takes more time and requires client review cycles. Missing previous TM: all strings are treated as new — no TM leverage applied. We recommend preparing at least the string export, a glossary of key terms, and reference build access before project start.
What is a string freeze and why does it matter?
String freeze is the point in development when all translatable text is finalized and no further changes will be made. Localization should begin as close to string freeze as possible — strings changed after translation has begun require re-translation of the changed strings and potentially re-LocQA. Many indie developers localize before string freeze to hit a launch date, then need to re-translate late changes. The cost of late string changes compounds: re-translation cost plus the risk of translation inconsistencies. Aim to reach string freeze before starting localization.
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