The average RPG has 300,000-500,000 words of text. For comparison, Tolstoy’s “War and Peace” clocks in at 580,000. Now imagine translating “War and Peace” so that every joke lands, every pun works, and every character speaks in a natural, living voice - all inside .json files with strict character limits per line. That’s game localization - a niche where the market has already crossed $2.5 billion and is growing at 12% per year.
Why game localization is its own specialization¶
Translating a game isn’t the same as translating a document or a book. You’re working with dialogue, UI elements, quest descriptions, item names, in-game lore - and all of it needs to feel like the game was originally written in the target language.
Game localization throws things at you that regular translation simply doesn’t:
- Character limits - a button in the UI fits 15 characters, and your translation has to fit. “Save game” (9 characters) is fine, but “Save your progress” (18) won’t work.
- Variables in text - “You found {item_count} {item_name}” needs to work when item_count = 1 and when it’s 47. In Slavic languages it’s even trickier because of declension: different word forms for 1, 2-4, and 5+ items.
- Missing context - you’re translating strings in a spreadsheet, often with zero context. “Run” - is that “flee” (from battle)? “Launch” (the program)? “A series” (of attacks)? Without a screenshot or description, it’s a coin toss.
- Puns and humor - when an entire game is built on wordplay (Undertale, Portal, Disco Elysium), you need transcreation - creating a brand new joke that works in the target language.
This is the specialization where creativity and technical skills are both equally critical.
What does a game localizer actually translate¶
In-game text¶
The bulk of the work is translating everything the player sees: character dialogue, quest and mission descriptions, item/weapon/location names, UI text (menus, buttons, tooltips), and lore entries (the in-game “encyclopedia”).
For RPGs like Baldur’s Gate 3 or The Witcher 3, that can mean 1-2 million words. Even a mobile game easily hits 50,000-100,000 words - and the volume keeps growing with every update.
Marketing materials¶
Game descriptions for Steam, App Store, and Google Play, trailers, press releases, social media posts. The style here is completely different - punchy, marketing-driven, full of calls-to-action. It’s a separate type of work, closer to copywriting than translation.
Voice-over scripts¶
Translating scripts for voice acting is its own level. The text doesn’t just need to be translated - it has to sound natural when spoken aloud, fit the animation timing (lip-sync), and match the emotional tone of the original.
LQA (Linguistic Quality Assurance)¶
After translation, linguistic QA specialists play through the entire game and check: does the text fit in UI elements, is the context correct, are there declension errors in variables? It’s a separate role, but many localizers start with LQA - the barrier to entry is lower, and you immediately learn how the process works from the inside.
Who hires game translators¶
Major localization companies¶
Most game studios don’t keep translators on staff - they outsource localization to specialized companies, which then hire freelancers. Here are the key players:
- Keywords Studios - they work with 24 of the 25 largest game publishers, supporting 80+ languages. Getting into their freelancer pool is a serious career milestone.
- Lionbridge Games - Lionbridge’s gaming division with a network of 500,000 linguists. Actively hiring for LQA and translation roles.
- PTW (Pole To Win) - a major gaming services provider covering localization, testing, and more.
- Allcorrect Games - they specialize exclusively in games. They have an online application form for freelancers and are constantly recruiting.
- Iyuno - known for Netflix subtitling, but also active in GameDev localization.
Game studios directly¶
Some large studios have internal localization teams. Nintendo regularly looks for translators and LQA testers. Ubisoft combines in-house localization with external contractors. CD Projekt Red (The Witcher, Cyberpunk 2077) is famous for some of the best localizations in the industry.
Platforms for indie work¶
- ProZ.com - has a dedicated pool for game localizers. Sign up, fill out your profile, look for gigs.
- Reddit - r/GameDev and r/GameDevClassifieds, where indie developers post job openings directly.
- Facebook - the IndieGameLocalization group regularly has job postings.
- Upwork / Fiverr - search for “game translation”, “game localization”. Competition is high, but it’s a solid starting point.
Tools of the game translator¶
File formats¶
Game localization has its own file formats, different from the usual .docx:
- .json - the most common for indie and mobile games
- .xml - standard for Unity and many AAA titles
- .po / .pot - GNU gettext format, popular in indie development
- .csv / .xlsx - spreadsheets, often used for simpler projects
- .xliff - standard exchange format for CAT tools
CAT tools¶
The same CAT tools used in document translation, but with some game-specific nuances:
- memoQ - powerful, supports virtually all game formats. Ideal for large projects with Translation Memory.
- Trados Studio - the industry classic, but the license is expensive. Large agencies often require it.
- Smartcat - cloud-based, free basic tier. Great for getting started and smaller projects.
Specialized platforms¶
- Crowdin - very popular among indie developers. Native support for .json, .xml, .po. Free AI translation included.
- Lokalise - another solid platform for software and game localization with good CI/CD integration.
- POEditor - simple and straightforward, used by many indie projects.
- Phrase TMS (formerly Memsource) - for large projects with team collaboration.
For getting started, Crowdin or Smartcat are enough - both are free at the basic level and cover what you need.
How much do game translators earn¶
Freelance rates¶
| Level | Per-word rate | Hourly rate | Notes |
|---|---|---|---|
| Beginner (indie, volunteer) | $0.03-0.05 | $10-15 | First projects, often unpaid |
| Mid-level (agencies, small studios) | $0.06-0.10 | $20-30 | 1-2 years of experience |
| Experienced (AAA, major agencies) | $0.10-0.15 | $30-45 | Keywords Studios, Lionbridge level |
| Specialist (rare language, transcreation) | $0.15-0.20+ | $40-60 | Niche language pairs, creative translation |
Real numbers¶
Let’s do the math for a mid-level translator:
- Mobile game = 50,000 words x $0.08/word = $4,000 per project
- AAA game = 500,000 words x $0.10/word = $50,000 (but that’s several months of work on a team)
- Indie game = 20,000 words x $0.06/word = $1,200
A full-time translator at a major localization company in the US earns $50,000-80,000 per year. In Europe - around €35,000-55,000. For a freelancer with a steady stream of agency work, $2,000-4,000 per month is realistic.
Game localization rarely pays as much as legal or financial translation. But it makes up for it with volume and interest - a single large project can keep you busy for months. You can compare rates across niches in our rates guide.
How to break into GameDev: step-by-step plan¶
1. Learn the specifics¶
Before you start, get familiar with the core concepts:
- How variables work in game strings ({player_name}, {count}, {item})
- What a string ID is and why context is often missing
- The difference between localization and transcreation
- How pluralization works in different languages (English has 2 forms: “1 sword”, “2 swords” - Slavic languages have 3)
A great free resource is Localization Academy (localizationacademy.com), which has courses and tool rankings.
2. Build your portfolio¶
You won’t get into game localization without a portfolio. Here’s how to build one from scratch:
- Translate an indie game - itch.io and Steam have thousands of small games whose developers are looking for volunteer translators. Check r/GameDevClassifieds or the IndieGameLocalization Facebook group.
- Translate a mod - mods for Skyrim, Stardew Valley, and other popular games often need translations. It’s unpaid work, but it gives you a real portfolio and community recommendations.
- Create a test translation - pick any game, translate 500-1,000 strings, and present it as a case study: show the original, your translation, and explain your decisions (especially around puns, abbreviations, cultural adaptation).
One Reddit user shared their story: “I started with a volunteer translation of an indie RPG on itch.io. Two months later, the developer recommended me to someone who was paying. Six months after that, I got picked up by Allcorrect.” That’s a typical path - volunteering in GameDev converts to paid work faster than in most other niches.
3. Master the tools¶
Install memoQ or Smartcat (free), work with Crowdin or POEditor. Learn to import .json and .xml files, work with Translation Memory, use glossaries. If you’re already using CAT tools, adapting to game localization workflows will be much easier.
4. Start with small projects¶
- Sign up on ProZ.com and fill out your profile (list game localization as a specialization)
- Look for gigs on Upwork and Fiverr using keywords “game translation”, “game localization”
- Respond to postings on r/GameDevClassifieds and IndieGameLocalization on Facebook
- Apply to Allcorrect Games - they have a lower barrier to entry for freelancers compared to Keywords or Lionbridge
5. Level up to major agencies¶
With 6-12 months of experience and a portfolio of 3-5 projects:
- Apply to Keywords Studios (Talent Community)
- Register on Lionbridge Games (freelancer portal)
- Try PTW - they regularly look for translators for new projects
Each of these companies has its own test during registration. It’s typically a 200-500 word game text translation, evaluated for quality, speed, and how you handle variables.
6. Pick a sub-specialization¶
Game localization is a broad field. After your first experiences, figure out what suits you best:
- RPG and narrative games - massive text volumes, complex dialogue trees, heavy transcreation needs
- Mobile games (F2P) - short strings, lots of UI, constant updates, fast turnaround
- LQA testing - test the game after translation, hunt for linguistic bugs
- Voice-over scripts - translate for voice acting, work with recording studios
- Marketing - store descriptions, trailers, PR materials
AI and game localization: what’s changing¶
AI is already being used in game localization. Projections suggest that by the end of 2026, 60% of indie developers will use AI for the majority of their localization. Neural machine translators produce decent first drafts for simple UI strings and item descriptions.
But game localization is one of the niches where AI hits its biggest walls:
- Puns and humor - a machine can’t create a new joke that works in another language. When a character says “I’m not a skeleton of my former self” - AI translates it literally, and the joke dies.
- Context - AI doesn’t know that “Run” in a battle menu means “Flee” (from combat), not “Execute” (a program). Without context, even the best LLM gets it wrong.
- Variables and pluralization - AI frequently breaks variable syntax or mishandles declension: “You found 1 swords” instead of “1 sword.”
- Character voice - every character has their own speaking style. AI can’t maintain consistency across 500,000 words.
What this means for you: MTPE is becoming the standard in game localization too. A translator who can quickly edit an AI draft, fix variables, and add creative adaptation - that’s who agencies are hiring. The hybrid AI + human approach is already used by Keywords Studios and other major agencies. Want to learn how it works in practice? Check out our guide on using ChatGPT and Claude for translation.
FAQ¶
Do you need a specific degree for game localization?¶
Not formally. A translation or linguistics degree is a plus, but it’s not a requirement. What matters more: strong command of your language pair, experience playing games across different genres, and the ability to work with CAT tools and game file formats. Many successful game translators came from modding communities and fan translation groups.
How long does it take to start earning from game localization?¶
Realistically, 3 to 12 months. The first 2-3 months go toward building your portfolio (volunteer projects, indie games). Another 3-6 months for building your reputation and landing your first paid gigs. After a year of active work, you can reach a steady flow of agency orders.
How is game localization different from document translation?¶
The main difference is creativity. In document translation, accuracy is everything, and deviating from the original isn’t an option. In game localization, you have the freedom to adapt: you can rework a joke, reimagine a pun, localize a cultural reference. Technically, you’re working with different formats (.json, .xml instead of .docx) and dealing with character limits that don’t exist in documents.
Which language pairs are most in demand for game localization?¶
The top languages by demand: Japanese, Simplified Chinese, Korean, German, French, Spanish, Brazilian Portuguese. These are the “standard” localization languages that most AAA studios always include. Less common languages like Ukrainian, Czech, or Thai are growing but aren’t yet part of the default localization package for most studios.
Can you combine game localization with other types of translation?¶
Yes, and it’s a smart strategy. Game localization has seasonal patterns - peaks before major releases and lulls in between. You can combine it with subtitling (similar adaptation skills), document translation (for steady income through ChatsControl), or medical translation. Income diversification is what most experienced freelancers recommend.