Discussion Forum Red Dot Miami Suggestions for Meet Ups How Game Localization Handles UI and Text
  • #49671
    harotat731

    Lately I have been working on adapting a game interface for different languages, and I noticed that UI elements create more issues than expected. Buttons, menus, and short system messages often have strict space limits, which makes direct translation difficult. On top of that, the same terms appear across tutorials, settings, and gameplay screens, so inconsistency quickly becomes visible. I am trying to understand how localization teams usually manage UI text together with game scripts without breaking the flow of the game.

  • #49674
    ParaEagle22

    I had a similar situation before, and it helped to look at game localization as a full workflow instead of isolated tasks. UI text, in game dialogue, and documentation were handled together, using glossaries and quality checks to keep wording consistent. I also learned that localization often includes linguistic QA and testing directly inside the game environment. When I was reading click here, the explanations about UI localization, supported platforms, and post localization testing clarified why this structured approach matters.

  • #49684
    siyope8078

    Handling UI during game localization is a common challenge for many teams. Space limits, repeated terms, and platform differences require careful coordination. When localization processes include testing and terminology control, it becomes easier to maintain clarity across all game elements. These aspects are often discussed when developers plan multilingual releases.

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