Game Localization · All Services
VR Game Localization
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Virtual reality games present localization challenges that flat-screen games do not: text in VR must be readable at specific depths in 3D space; UI panels that float in the player’s field of view have different text fit constraints than flat-screen overlays; diegetic text (in-world signs, environmental labels, object descriptions) requires localization approaches that integrate with 3D assets; and comfort considerations — text that is too large, too small, or positioned poorly in 3D space can cause discomfort for VR players. SandVox has localized VR games for Meta Quest, PSVR, and PC VR platforms, bringing attention to the specific rendering and readability requirements of 3D localized text.
Unique Localization Challenges
- 3D text depth and scale — localized text must be readable at the correct depth in VR; text that is too short in a language may float uncomfortably far from the player, while overflow in 3D panels is visually disruptive
- Diegetic localization — in-world signs, whiteboards, and environmental text require 3D asset integration rather than simple string substitution
- Audio localization — VR games heavily use spatial audio and voice acting; localized voices must match the directional audio design
- Platform-specific requirements — Meta Quest and PSVR have platform certification requirements that apply to VR games including language support
- UI comfort design — VR UI panels must maintain comfortable viewing angles and distances; localized UI must not violate these comfort parameters
- Accessibility — VR games with text need localized accessibility features (text size, contrast, caption support) in all languages
What We Localize
- Full VR game localization including UI panels, menus, tutorials, and narrative content
- Diegetic and environmental text localization with 3D asset integration guidance
- In-engine LocQA in VR builds — text readability at depth, panel fit, and spatial UI review
- Platform certification LocQA for Meta Quest and PSVR language requirements
- Spatial audio and voice acting coordination support
- VR accessibility feature localization (text size, captions, contrast)
Our Process
- VR UI audit — identify all text types (flat UI, diegetic, environmental, subtitles)
- Diegetic asset inventory — catalog all 3D assets containing text
- Translation with VR-specific character budgets
- Diegetic text localization with asset replacement guidance
- In-VR LocQA — test all UI in headset for readability, fit, and comfort
- Platform certification LocQA for Meta Quest/PSVR submission
- TM delivery for future content and DLC
Languages Available
German · French · Spanish · Portuguese (BR) · Russian · Japanese · Simplified Chinese · Korean
Frequently Asked Questions
Does VR localization require different LocQA from flat-screen LocQA?
Yes. VR LocQA requires testing in a headset — text readability at depth, panel size relative to player space, and comfort parameters (text that is too close in VR can cause discomfort) cannot be assessed from screenshots or video capture. We conduct in-headset LocQA for VR projects, testing all UI panels, diegetic text, and subtitles in the actual build on the target device.
How do you handle diegetic text — signs and labels embedded in 3D assets?
Diegetic text (text embedded in 3D game world assets — signs, noticeboards, in-game screens) requires a different workflow from UI string localization. We identify all diegetic text assets at project start, produce localized text for each, and provide localization instructions for your art team to update the assets. For assets that cannot be modified, we may recommend overlay text approaches. We review diegetic text in-headset during LocQA to confirm readability and fit in the 3D environment.
Start Your VR Game Localization Project
Tell us your word count, target languages, and timeline. We’ll send a quote within one business day.