Mobile Game Localization

NOVASOLUTIONS.TECHNOLOGY is engaged in the development, support and maintenance of iOS, Android, PWA mobile applications. We have extensive experience and expertise in publishing mobile applications in popular markets like Google Play, App Store, Amazon, AppGallery and others.
Development and support of all types of mobile applications:
Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
E-commerce mobile applications
Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
Business process management mobile applications
CRM systems, ERP systems, project management, sales team tools, financial management, production management, logistics and delivery management, HR management, data monitoring systems
Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

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Mobile Game Localization
Medium
from 1 week to 3 months
FAQ
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Mobile Game Localization

Games differ from business apps: here strings are not "Save" and "Cancel" but branching dialogues, character names with case inflections, UI with limited text space, and sound tracks. Each of these components requires a separate strategy.

Text in games — not just strings

Text expansion and layout

German text averages 30-40% longer than English. "Inventory" — "Inventar" is OK, but "Achievement Unlocked" → "Erfolg freigeschaltet" won't fit the button. In Unity this is solved via TextMeshPro with Auto Size — font shrinks to Min Size, then text gets cut. Need to set reasonable Min Size (not less than 60% of base) and test all UI panels in German and Finnish (Finnish also has long words).

In Unreal — STextBlock with WrapTextAt and AutoWrapText. In Godot — Label with autowrap and dynamic container size.

Arabic and Hebrew — entire UI flips (RTL). Unity doesn't support RTL out of the box — need RTL-TMPro package (free, GitHub) or I2 Localization with RTL support. Unreal from version 4.23 supports RTL via Internationalization module natively.

Cases, inflections, and branching strings

"You received [item]" — if item is "sword" then "You received sword". If "armor" — "You received armor". Hard substitution via string.Format("You received {0}", itemName) gives "You received armor".

Solutions:

  • PluralKit approach in Unity via I2 Localization with CLDR plural rules and gender support
  • Store several forms of noun in item data (nominative, accusative, genitive) and pick the right one by string context
  • For complex cases — MessageFormat (ICU) with select and plural blocks

Japanese and Korean have no cases, but word order is reversed — verb at end. "Attack the enemy" → 「敵を攻撃する」. Strings with inserted names only work if translator knows where the substitution goes: {player_name} defeated {enemy_name} → in Japanese order might be {enemy_name}を{player_name}が倒した. For this, localization systems use named placeholders, not positional.

Tools and pipeline

Unity. I2 Localization — de facto standard. Google Sheets integration: translators work directly in spreadsheet, changes pulled via Build or runtime. Alternative — Lean Localization (simpler, fewer features). For voice acting — separate spreadsheet with audio file keys.

Godot. Built-in system via TranslationServer + CSV or PO files. PO files more convenient for professional translators (supported by Poedit, Crowdin).

React Native (Expo games, casual)i18next + react-i18next. For more serious RN games — same i18next with ICU plugin.

Neutral pipeline. Export strings to XLIFF 2.0 or CSV → Translation Memory in CAT tool (MemoQ, Phrase, Crowdin) → import back. Important for terminology consistency: "damage" should translate the same way everywhere, translator sees context of previous translations.

Fonts and characters

Chinese (simplified + traditional), Japanese, Korean require fonts with corresponding glyphs. In TextMeshPro can't use one Atlas for all languages — CJK requires separate Font Asset with proper Character Set. Dynamic Font Asset (TMP) loads glyphs on-demand from system font — convenient, but adds runtime dependency.

Arabic — font must support ligatures (letters change form depending on position in word). Noto Naskh Arabic, Cairo — good free options.

Audio localization

Voice over (VO) — most expensive part. Syncing subtitles with audio: in Unity via Timeline or AudioSource.clip.length — subtitles appear via events or timecodes. Lip-sync in 3D characters — Oculus LipSync, SALSA LipSync (paid), or procedural via Phoneme system.

For casual games without VO — text only + SFX. Localization takes 1-3 weeks.

Work stages

  1. String audit — extract all hardcoded strings from code and prefabs, create keys
  2. Instrumentation — connect localization system (I2L, Godot TranslationServer)
  3. Translator handoff — XLIFF/CSV with context (screenshots)
  4. Translation integration — import, check layout on each language
  5. Testing — play through key flows in each language, check RTL, check edge cases (long names, numbers in strings)

Timeline: 1 week (casual game, 2-3 languages) to 3 months (RPG with branching dialogues, 10+ languages, VO). Cost calculated after content volume analysis.