At WhP, all our games translation projects have dedicated team members who specialize in video games: Project Managers, game translators, in-country reviewers, testers, localization engineers (software, audio, and video), professional voice-over talents, etc. Here below are a couple of game translation and localization services WhP regularly offers to its clients.

WhP Game localization services

  • Game Localization Analysis

WhP analyzes the localizable assets with the aim to identify potential game translation issues that may arise and makes recommendations to fix them. This is necessary to avoid delays on schedule, additional and unforeseen costs and quality issues that make the player realize that the game is derived from another language. It is at this point that WhP will ask precise questions about the presence in the files of placeholders, variables, character limitation, graphic text, use of concatenated strings, translation/transliteration of names, items , places etc. WhP can also help design and implement a markup language in co-operation with the game developers to handle gender, plural and declension issues in the game thus contributing to a greater immersion of the player.

  • Localizable Assets Extraction

WhP extracts the translatable assets from a game and prepares the game translation kit for translators to do their work in an efficient and effective manner. Preparation of the game translation kit includes sorting the random text to give it a logical order and distributed related content to the same translator. As much as possible, contextual information will be given for game translators to be informed of the assets associated with the text (audio, video animations, graphs, etc). Audio scripts are prepared in such a way to give translators direct access to the related audio and to be aware of potential time constraints or pauses.

  • Optimum Game Translation Process

WhP has been working with a famous MMORPG developer and publisher to set up a globalization management system (GMS) environment that directly interfaces with the game database to extract new and modified content at regular intervals. With this GMS technology, the developer needs only to flag terms for translation and WhP does the rest without lengthy manual handover kits of extracted terms which are sometimes difficult to re-import. This kind of actions is only possible after a phase of analysis and consulting, which enable WhP to respond efficiently to clients’ specific game translation and localization issues.

  • Game Translation Cycle

Our vendor selection process follows the ISO 9001 procedure. All our linguists had to pass various stages before being able to work on our games translation  projects. Our games linguists only work in their native language, have an extensive experience in translating and are specialized in games for a minimum of 5 years. They are devoted to the games industry, they are gamers themselves. Some of them even have an “author” status and their own copyrights. Our linguists are all working within a Computer-Aided Translation environment (Trados, Idiom…). Style guides and terminology lists are also generated during the game translation and localization cycle to gain consistency leverage and cut costs.

All game localisation projects should start with a familiarisation period where translators, project managers and testers are allowed to play whatever level of the game is available, watch available trailers and demos and check all existing material that can be provided (game manuals, walkthrough, IP bible etc).

  • Audio Recording and Video Localization URL

WhP adapts its audio recording services offers to client needs. In co-operation with its approved professional recording studios partners, WhP offers the flexibility to work with professional voice talents around the globe to match clients’ specific needs, such as video dubs or sub-titles in several languages.

  • Assets Integration

WhP will integrate all translated game assets back in the build. This includes the text, of course, and also graphics and audio content. WhP will then regenerate the build. WhP will not only deliver back the final Gold Master or the final localized assents but also all components and the value-added content generated during the localization cycle.

  • Game Linguistic Testing

WhP also performs linguistic and functionality localization game testing. Once translated components are integrated, bugs inevitably appear that need to be fixed. For the best results, WhP asks for cheat codes, walkthroughs documents, and UI flow charts which help the testers go through the game. The final number of test passes to schedule depends on the complexity of the game and the number of translatable assets within.

  • The Special Case for Crowd Sourcing

Crowd sourcing can be used in certain cases to handle the testing of a game or even to contribute to the game translation cycle. Volunteers will be recruited based on their competences regarding one or the other tasks (testing and translation). Their work will be rewarded with free accounts to the game and special bonuses; Recruitment and control of their activity will be handled by translation professionals (i.e.: dedicated lead translator or testers). Crowd sourcing can be a somewhat lengthy process to put in place but allows good cost reduction when properly handled.

WhP game localization project references:

  • « EVE Online »: a Science Fiction MMORPG developed by CCP Games 


  • « Viking Invasion »: a Nintendo DS title developed by Bip Media


  • « Mixmaster »: a Pokemon-like MMORPG published by Jango Game


  • « All Points Bulletin »: a « GTA-like » MMO developed by Realtime Worlds


  • iPhone games developed by Gameloft:  « UNO », « Avatar », « N.O.V.A. », « Hawx », « Dungeon Hunter », « Driver », « Gangstar », « Modern Combat: Sandstorm »