In-game Localization
Dialogue, quests, items and barks that keep each character's voice. Your villain still sounds like a villain in every language.

GAME LOCALIZATION · BUILT FOR LAUNCH
UI overflow, broken variables, lines that miss the context.
These problems love to show up right before launch.
We get into your build early and handle translation, file prep and LQA as one team.
Your devs skip the late fixes, players get a game that never feels translated,
and you ship on the date you planned.
✓"{0} gems" → "{0} เจม"✓ui.overflow → fixed✓scope → launch: 1 teamSELECT YOUR STACK
Export strings to Excel, email them out, wait, merge by hand,
then do it all again when a dev changes a line.
We cut that loop. We translate inside the Crowdin, Lokalise or Phrase setup you already run,
so when a string changes, it lands with us in the system. No new handoff.
+ These are the tools we use most. Our team works with other TMS, CAT tools and file formats too.
Product names are trademarks of their respective owners. Listed as tools our team works in, not official partnerships.
PICK YOUR MISSION
We know HP is not a printer and a nerf is not a foam dart.
Every line goes to linguists who get the genre,
then comes back in the format your pipeline expects.
Dialogue, quests, items and barks that keep each character's voice. Your villain still sounds like a villain in every language.
Menus, store pages, events and patch notes that fit the button, respect the char limit and keep every {tag} where you left it.
We play your build, find the overflow and the line that breaks immersion, and file bugs your devs can fix without a follow-up question.
Scripts, VO, subtitles and trailers timed to the scene, so the big moment still lands.
LORE LOCK · EVERY PATCH
Season 3 calls it a Blade. The patch notes call it a Sword.
Players notice, and they post about it.
We keep one glossary, style guide and character voice memory
across the base game, DLC and every live update, in every market.
QUEST LINE · BUILT FOR PRODUCTION
Platforms, languages, word count,
milestones and the risky bits,
mapped before anyone translates a line.
No surprise invoices in month three.
Glossary, style guide and
character voice sheets,
plus rules for every tag and variable.
Your writers sign off once,
and every language follows.
Files drop straight into your build.
We play it, then file LQA bugs
with context, location and severity,
so devs fix instead of investigate.
Release candidates, DLC, seasons
and events on your cadence.
Same team, same terms, same voice,
patch after patch.
WHY LOCALLIGHT · BANGKOK-BASED
Ever sent a question through a project manager three time zones away
and waited a day for the answer?
With us, you talk straight to the lead in Bangkok,
within two hours of most Asian studios.
20+ years across language, tech and project delivery, under one roof.
Hit the button and your email opens with a 7-line brief ready to fill.
Platforms, languages, word count, launch date.
We send back scope, workflow, QA plan, timeline and budget. Free.
or email us at info@locallight.com
Free · Direct line to a lead · Bangkok-based team