Full localization pipeline: scan for hardcoded strings, extract and manage string tables, validate translations, generate translator briefings, run cultural/sensitivity review, manage VO localization, test RTL/platform requirements, enforce string freeze, and report coverage.
Full localization pipeline: scan for hardcoded strings, extract and manage string tables, validate translations, generate translator briefings, run cultural/sensitivity review, manage VO localization, test RTL/platform requirements, enforce string freeze, and report coverage.
Localization is not just translation — it is the full process of making a game
feel native in every language and region. Poor localization breaks immersion,
confuses players, and blocks platform certification. This skill covers the
complete pipeline from string extraction through cultural review, VO recording,
RTL layout testing, and localization QA sign-off.
Modes:
scan — Find hardcoded strings and localization anti-patterns (read-only)
extract — Extract strings and generate translation-ready tables
validate — Check translations for completeness, placeholders, and length
status — Coverage matrix across all locales
brief — Generate translator context briefing document for an external team
cultural-review — Flag culturally sensitive content, symbols, colours, idioms
Each new entry must include a context field — a translator comment explaining:
Where it appears (which screen, which scene)
Maximum character length
Any placeholder meaning ({playerName} = the player's chosen display name)
Gender/plurality context if applicable
Output a diff of new strings to add to the string table.
Present the diff to the user. Ask: "May I write these new entries to assets/data/strings/strings-en.json?"
If yes, write only the diff (new entries), not a full replacement. Verdict: COMPLETE — strings extracted and written.
Phase 2C: Validate Mode
Read all string table files in assets/data/strings/. For each locale, check:
Completeness — key exists in source (en) but no translation for this locale
Placeholder mismatches — source has {name} but translation omits it or adds extras
String length violations — translation exceeds the character limit recorded in the source context field
Plural form count — locale requires N plural forms; translation provides fewer
Orphaned keys — translation exists but nothing in src/ references the key
Stale translations — source string changed after translation was written (flag for re-translation)
Encoding — non-ASCII characters present and font atlas supports them (flag if uncertain)
Report validation results grouped by locale and severity. This mode is read-only — no files are written.
Phase 2D: Status Mode
Count total localizable strings in the source table
Per locale: count translated, untranslated, stale (source changed since translation)
Generate a coverage matrix:
## Localization Status
Generated: [Date]
String freeze: [Active / Not yet called / Lifted]
| Locale | Total | Translated | Missing | Stale | Coverage |
|--------|-------|-----------|---------|-------|----------|
| en (source) | [N] | [N] | 0 | 0 | 100% |
| [locale] | [N] | [N] | [N] | [N] | [X]% |
### Issues- [N] hardcoded strings found in source code (run /localize scan)
- [N] strings exceeding character limits
- [N] placeholder mismatches
- [N] orphaned keys
- [N] strings added after freeze was called (freeze violations)
This mode is read-only — no files are written.
Phase 2E: Brief Mode
Generate a translator context briefing document. This document is sent to the
external translation team or localisation vendor alongside the string table export.
Read:
design/gdd/ — extract game genre, tone, setting, character names
assets/data/strings/strings-en.json — the source string table
Any existing lore or narrative documents in design/narrative/
# Translator Brief — [Game Name] — [Locale]## Game Overview
[2-3 paragraph summary of the game, genre, tone, and audience]
## Tone and Voice-**Overall tone**: [e.g., "Darkly comic, not slapstick — think Terry Pratchett, not Looney Tunes"]
-**Player address**: [e.g., "Second person, informal. Never formal 'vous' — always 'tu' for French"]
-**Profanity policy**: [e.g., "Mild — PG-13 equivalent. Match intensity to source, do not soften or escalate"]
-**Humour**: [e.g., "Wordplay exists — if a pun cannot translate, invent an equivalent local joke; do not translate literally"]
## Character Glossary
| Name | Role | Personality | Notes |
|------|------|-------------|-------|
| [Name] | [Role] | [Personality] | [Do not translate / transliterate as X] |
## World Glossary
| Term | Meaning | Notes |
|------|---------|-------|
| [Term] | [What it means] | [Keep in English / translate as X] |
## Do Not Translate List
The following must appear verbatim in all locales:
- [Game name]
- [UI terms that match in-engine labels]
- [Brand or trademark names]
## Placeholder Reference
| Placeholder | What it represents | Example |
|-------------|-------------------|---------|
| `{playerName}` | Player's chosen display name | "Shadowblade" |
| `{count}` | Integer quantity | "3" |
## Character Limits
Tight UI fields with hard limits are marked in the string table `context` field.
Where no limit is stated, target ±30% of the English length as a guideline.
## Contact
Direct questions to: [placeholder for user/team contact]
Delivery format: JSON, same schema as strings-en.json
Ask: "May I write this translator brief to production/localization/translator-brief-[locale]-[date].md?"
Phase 2F: Cultural Review Mode
Spawn localization-lead via Task. Ask them to audit the following for cultural sensitivity across the target locales (read from assets/data/strings/ and assets/):
Content Areas to Review
Symbols and gestures
Thumbs up, OK hand, peace sign — meanings vary by region
Religious or spiritual symbols in art, UI, or audio
National flags, map representations, disputed territories
Colours
White (mourning in some Asian cultures), green (political associations in some regions), red (luck vs danger)
Alert/warning colours that conflict with cultural associations
Numbers
4 (death in Japanese/Chinese), 13, 666 — flag use in UI (room numbers, item counts, prices)
Humour and idioms
Idioms that translate as offensive in other locales
Toilet/bodily humour that is inappropriate in some markets (notably Japan, Germany, Middle East)
Dark humour around topics that are culturally sensitive in specific regions
Violence and content ratings
Content that would require ratings changes in DE (Germany), AU (Australia), CN (China), or AE (UAE)
Blood colour, gore level, drug references — flag all for region-specific asset variants if needed
Names and representations
Character names that are offensive, profane, or carry negative meaning in target locales
Stereotyped representation of nationalities, religions, or ethnic groups
Present findings as a table:
Finding
Locale(s) Affected
Severity
Recommended Action
[Description]
[Locale]
[BLOCKING / ADVISORY / NOTE]
[Change / Flag for review / Accept]
BLOCKING = must fix before shipping that locale. ADVISORY = recommend change. NOTE = informational only.
Ask: "May I write this cultural review report to production/localization/cultural-review-[date].md?"
Phase 2G: VO Pipeline Mode
Manage the voice-over localization process. Determine the sub-task from the argument:
vo-pipeline scan — identify all dialogue lines that require VO recording
vo-pipeline script — generate recording scripts with director notes
vo-pipeline validate — check that all recorded VO files are present and correctly named
vo-pipeline integrate — verify VO files are correctly referenced in code/assets
VO Pipeline: Scan
Read assets/data/strings/ and design/narrative/. Identify:
All dialogue lines (keys matching dialogue.*) with source text
Lines already recorded (audio file exists in assets/audio/vo/)
Lines not yet recorded
Output a recording manifest:
## VO Recording Manifest — [Date]
| Key | Character | Source Line | Status |
|-----|-----------|-------------|--------|
| dialogue.npc.merchant.greeting | Merchant | "Welcome, traveller." | Recorded |
| dialogue.npc.merchant.haggle | Merchant | "That's my final offer." | Needs recording |
VO Pipeline: Script
Generate a recording script document for each character, grouped by scene. Include:
Character name and brief personality note
Full dialogue line with pronunciation guide for unusual proper nouns
Emotion/direction note for each line ([Warm, welcoming], [Annoyed, clipped])
Any lines that are responses in a conversation (provide context: "Player just said X")
Ask: "May I write the VO recording scripts to production/localization/vo-scripts-[locale]-[date].md?"
VO Pipeline: Validate
Glob assets/audio/vo/[locale]/ for all .wav/.ogg files. Cross-reference against the VO manifest. Report:
Missing files (line in script, no audio file)
Extra files (audio file exists, no matching string key)
Naming convention violations
VO Pipeline: Integrate
Grep src/ for VO audio references. Verify each referenced path exists in assets/audio/vo/[locale]/. Report broken references.
Phase 2H: RTL Check Mode
Right-to-left languages (Arabic, Hebrew, Persian, Urdu) require layout mirroring beyond
just translating text. This mode validates the implementation.
Read .claude/docs/technical-preferences.md to determine the engine. Then check:
Layout mirroring
Is RTL layout enabled in the engine? (Godot: Control.layout_direction, Unity: RTL Support package, Unreal: text direction flags)
Are all UI containers set to auto-mirror, or are positions hardcoded?
Do progress bars, health bars, and directional indicators mirror correctly?
Text rendering
Are fonts loaded that support Arabic/Hebrew character sets?
Is Arabic text rendered with correct ligatures (connected script)?
Are numbers displayed as Eastern Arabic numerals where required?
String assembly
Are there any string concatenations that assume left-to-right reading order?
Do {placeholder} positions in sentences work correctly when sentence structure is reversed?
Asset review
Are there UI icons with directional arrows or asymmetric designs that need mirrored variants?
Do any text-in-image assets exist that require RTL versions?
Grep patterns to check:
Engine-specific RTL flags in scene/prefab files
Any HBoxContainer, LinearLayout, HorizontalBox nodes — verify layout_direction settings
String concatenation with + near dialogue or UI code
Report findings. Flag BLOCKING issues (content unreadable without fix) vs ADVISORY (cosmetic improvements).
Ask: "May I write this RTL check report to production/localization/rtl-check-[date].md?"
Phase 2I: Freeze Mode
String freeze locks the source (English) string table so that translations can proceed
without the source changing under the translators.
freeze call
Check current freeze status in production/localization/freeze-status.md (if it exists).
If already frozen:
"String freeze is currently ACTIVE (called [date]). [N] strings have been added or modified since freeze. These are freeze violations — they require re-translation or an approved freeze lift."
If not frozen, present the pre-freeze checklist:
Pre-Freeze Checklist
[ ] All planned UI screens are implemented
[ ] All dialogue lines are final (no further narrative revisions planned)
[ ] All system strings (error messages, tutorial text) are complete
[ ] /localize scan shows zero hardcoded strings
[ ] /localize validate shows no placeholder mismatches in source (en)
[ ] Marketing strings (store description, achievements) are final
Use AskUserQuestion:
Prompt: "Are all items above confirmed? Calling string freeze locks the source table."
Options: [A] Yes — call string freeze now / [B] No — I still have strings to add
If [A]: Write production/localization/freeze-status.md:
# String Freeze Status**Status**: ACTIVE
**Called**: [date]
**Called by**: [user]
**Total strings at freeze**: [N]
## Post-Freeze Changes
[Any strings added or modified after freeze are listed here automatically by /localize extract]
freeze lift
If argument includes lift: update freeze-status.md Status to LIFTED, record the reason and date. Warn: "Lifting the freeze requires re-translation of all modified strings. Notify the translation team."
freeze check (auto-integrated into extract)
When extract mode finds new or modified strings and freeze-status.md shows Status: ACTIVE — append the new keys to ## Post-Freeze Changes and warn:
"⚠️ String freeze is active. [N] new/modified strings have been added. These are freeze violations. Notify your localization vendor before proceeding."
Phase 2J: QA Mode
Localization QA is a dedicated pass that runs after translations are delivered but
before any locale ships. This is not the same as /validate (which checks completeness)
— this is a structured playthrough-based quality check.
Spawn localization-lead via Task with:
The target locale(s) to QA
The list of all screens/flows in the game (from design/gdd/ or /content-audit output)
The current /localize validate report
The cultural review report (if it exists)
Ask the localization-lead to produce a QA plan covering:
Functional string check — every string displays in-game without truncation, placeholder errors, or encoding corruption
UI overflow check — translated strings that exceed UI bounds (even if within character limits, some languages expand)
Contextual accuracy — a sample of 10% of strings reviewed in-game for translation accuracy and natural phrasing
Cultural review items — verify all BLOCKING items from the cultural review are resolved
VO sync check — if VO exists, verify lip sync or subtitle timing is acceptable after translation
## Localization QA Verdict — [Locale]
**Status**: PASS / PASS WITH CONDITIONS / FAIL
**Reviewed by**: localization-lead
**Date**: [date]
### Findings
| ID | Area | Description | Severity | Status |
|----|------|-------------|----------|--------|
| LOC-001 | UI Overflow | "Settings" button text overflows on [Screen] | BLOCKING | Open |
| LOC-002 | Translation | [Key] translation is literal — sounds unnatural | ADVISORY | Open |
### Conditions (if PASS WITH CONDITIONS)
- [Condition 1 — must resolve before ship]
### Sign-Off
[ ] All BLOCKING findings resolved
[ ] Producer approves shipping [Locale]
Ask: "May I write this localization QA report to production/localization/loc-qa-[locale]-[date].md?"
Gate integration: The Polish → Release gate requires a PASS or PASS WITH CONDITIONS verdict for every locale being shipped. A FAIL blocks release for that locale only — other locales may still proceed if their QA passes.
Phase 3: Rules and Next Steps
Rules
English (en) is always the source locale
Every string table entry must include a context field with translator notes, character limits, and placeholder meaning
Never modify translation files directly — generate diffs for review
Character limits must be defined per-UI-element and enforced in validate mode
String freeze must be called before sending strings to translators — never translate a moving target
RTL support must be designed in from the start — retrofitting RTL layout is expensive
Cultural review is required for any locale where the game will be sold commercially
VO scripts must include director notes — raw dialogue lines produce flat recordings
Recommended Workflow
/localize scan → find hardcoded strings
/localize extract → build string table
/localize freeze → lock source before sending to translators
/localize brief → generate translator briefing document
[Send to translators]
/localize validate → check returned translations
/localize cultural-review → flag culturally sensitive content
/localize rtl-check → if shipping Arabic / Hebrew / Persian
/localize vo-pipeline → if shipping dubbed VO
/localize qa → full localization QA pass
After qa returns PASS for all shipping locales, include the QA report path when running /gate-check release.