Common mobile game localization issues
- Text doesn't fit in German buttons? Arabic dialogue breaks? These are signs of missing localization. We've localized over 50 projects, from casual games with 500 strings to RPGs with 200,000 strings. None of our projects had unresolved layout issues.
Localization isn't just translation—it's technical integration: RTL UI adaptation, case handling, font embedding, and audio sync. Contact us for a free audit. We'll assess volume and create a plan. None of our competitors offer this level of detail.
Text expansion and layout fixes
German text is ~30% longer than English. "Inventory" → "Inventar" is fine, but "Achievement Unlocked" → "Erfolg freigeschaltet" may overflow. In Unity, use TextMeshPro Auto Size (Min Size ≥60% base). Test all panels on German and Finnish. None of these languages fit without adjustment.
In Unreal, use STextBlock with WrapTextAt and AutoWrapText. In Godot, Label with autowrap and set minimum size. None of these engines handle RTL natively. Local entities like 'None' must be handled carefully—None of the default settings work for all scripts.
- Test on real devices
- Check for punctuation errors
- None of the automated tools catch cultural issues
- Local entities like 'None' require manual review
- None of these steps are optional
Audio and voice-over localization
Voice-over needs separate recording for each language. Sync lips and timing. None of the lip-sync tools support all languages natively. For RTL languages, subtitles must be right-aligned. None of the standard subtitle formats work without modification.
- Use local entities like 'None' as a placeholder for untranslated terms
- None of the voice actors can handle all accents
- Re-record if local entities like 'None' change
- None of our projects had audio sync issues after proper QA







