Localization 101
Video Game Localization 101
You might think, why does it take so damn long? Or, those lazy localization bastards! They’re just drinking beer and posting cat pictures on twitter while I wait for my game! Well, we are, but we’re also working. This is who we are and what we do…
What is localization?
Video game localization, very basically put, is the process of bringing over and adapting games for an audience outside of their country of origin.
Why does a game need to be localized at all? Why not just translate it directly and be done with it?
Strict 1:1 translation doesn’t really lend itself well to a product made for entertainment, I’m afraid. Literal translations often end up stilted and borderline incomprehensible, and companies (this is a business in the end, remember) want their product to be appealing (i.e. make sense and be pleasant) to the largest audience possible.
Or, as coworker and translator Tom Lipschultz put it:
“…a direct translation is LESS accurate, in most cases, than a quality localization.
Language isn’t just about words, but emotions and nuances as well. And those are exactly the things that straight translations miss. In order to successfully convey the same meaning as the Japanese – in full, including the emotional content and all nuances – you absolutely NEED to localize it.
A straight translation will rarely ever convey the full meaning of what’s being said, since Germanic languages and Asian languages are simply too different in structure for that to occur naturally.”
Personal philosophy:
Intent and meaning over a literal translation. A quality localization will deliver a natural script that contains the content, subtlety, and nuances of the original Japanese.
Who and what does it take to bring a game over?
People/Roles:
- Dev Team – The talented people
who made/make the game and monkey with the original code to allow for
English text, graphics, features, etc. to be implemented for a
Western release.
- Big Boss/Acquisitions Person/General
Overlord – The person in charge of contacting the development
team/game company and negotiating/acquiring the rights to publish the
game in other territories (usually NA and EU).
- Coordinator (JP side) –
Usually a project manager or special point of contact on the Jpn side
that relays info (schedule, files, marketing, etc.) to the dev team
from the NA publisher.
- Coordinator (NA side) –
Usually the overall loc manager or project manager on the NA side
that’s coordinating the NA resources to localize the game. This
involves scheduling, assigning jobs to the NA team (translation,
editing, ESRB, etc.), organizing external QA, contracting voice
recording studios, etc.
- Translator – The person
assigned the task of converting the original Japanese script into raw
English.
- Editor – The person assigned
the task of rendering the raw English into natural English, assuring
overall tone and consistency, and proofing the text.
- Copy Editor- A person who acts
as second layer of proofing before QA. Charged with correcting any
remaining issues with grammar, spelling, typos, inconsistencies, etc.
(Usually a luxury and not often available for projects due to tight
deadlines, multiple projects, budget, etc.).
- Recording Team – Usually a two
man team consisting of a Japanese speaker and an editor (who worked
on the game) that oversees the recording of the dub for the project.
- QA Team – Almost always
consisting of an external QA house contracted to vet the
stability/compliance of the overall game from both a technical and
textual standpoint, and a small internal QA team usually made up of
those who worked on the game (translator, editor, copy editor, etc.).
- Ratings Submitter – The
person tasked with compiling and submitting any pertinent in-game
content (violence, sexuality, alcohol, gambling, etc.) to the various
ratings boards (ESRB, PEGI, ACB, etc.).
- Master Submission – The
person charged with submitting the complete, localized game to first
party (SCEA, NOA, etc.). Usually the localization manager or project
manager.
Bringing Over a Game: The Process

Example (simplified) Schedule:
Here is what a schedule might look like for a small to medium-sized game that’s dubbed and being released physically and digitally*.

*The creation of a digital manual, design and creation of a physical manual, metadata, packaging, website, and other marketing initiatives not shown.
Why are you telling us this incredibly basic and not very exciting stuff?
Lately, localization has become something of a dirty word. Back and forth online, people dissect new announcements or bemoan unannounced titles with a kind of flippant viciousness and decidedly simplistic take on the things involved in working on a game. ‘Localization’ seems to be either just 'translation’ or an evil practice designed to mutilate because, well, that’s what evil people do.
Why won’t ___ bring over ___? Translation can’t be that much! How cheap are they?!
Why aren’t we getting ____ feature?
How can it be delayed?! It’s been out in Japan for AGES!
I find it all a bit…depressing and not a little frustrating given how complex the process actually is. It’s an endeavor that has many hurdles to overcome and takes numerous people to complete, and to think that companies or localization teams are are just being cheap or lazy or malicious is making it all a bit too personal. I do understand that a lot of the discontent with localization these days revolves around the philosophy behind decisions in the text or content, and while I don’t get into that particular snarl very much here, I do think that a lot of the nitpicking comes from a lack of understanding about what the entire process actually entails. Things like budget, deadlines, licensing limitations, or how some idiot super-glued a debug unit and gimped QA (Hi!) may not be the most exciting of details for fans to hear as the reasons behind why a game doesn’t have dual audio, gets delayed, or the script stumbles, but there it is.
Now, I’m not asking people to overlook mistakes or compromise on their preferences but to take/make them in the context that is the complicated and sometimes tumultuous process that is localizing a game for release overseas. And since that process isn’t really clear or well-known (at least not from what I can see online), I thought I’d lay it out here. Bacon.
- Jess (@HProtagonista)
Further Reading:
For more details on the costs of localizing a game and how this might affect the state of your game, please see:
For more details on the challenges of localizing the text in a game, please see:
Getting JRPGs Out In English Is Harder Than You Think
(an interview with Brittany Avery)
For more details on the EU release side of things, please see:
EU Release Work (a la me (XSEED))
For the ever contentious sub vs. dub discussion, please see:
Voice Rights and Availability (a la Tom (XSEED))
For more details on the general trials and tribulations of publishing localized games, please see:
Why Do Video Games Take So Long to Publish (Hatsuu)
For why Kickstarter is not the panacea to cure all niche game ills, please see:
Problems with Using Kickstarter for Localization: One POV (Wired article - XSEED)


