Reaching other languages.
WHAT MUST BE EXTRACTED
Every string shown to players.
WHAT TO NEVER DO
Hard-code text, or build sentences by joining fragments.
WHY THAT SECOND POINT
Word order differs between languages, producing nonsense.
WHAT TO USE
Complete messages with placeholders.
WHAT ELSE REQUIRES HANDLING
Plural forms, which vary by language Gendered forms Number, date and currency formats Text direction
WHAT LAYOUT MUST ACCOMMODATE
Text expanding substantially in translation.
WHAT BREAKS
Fixed-width buttons Single-line labels Tight interface spacing
WHAT AUDIO LOCALISATION COSTS
Substantially more than text, and is rarely justified for small games.
WHAT SUBTITLES PROVIDE INSTEAD
Accessibility to other languages at low cost.
WHAT CULTURAL ADAPTATION INVOLVES
Content that may be inappropriate or meaningless elsewhere Platform requirements differing by region Rating requirements
WHAT TO PLAN
Localisation from the start, even if only English ships first.
WHY
Retrofitting is far more expensive than designing for it.
WHAT TO TEST
Every screen with the longest translations available.