The Craft Behind The Screen
Built by a Localizer, Grounded in Player Reality
Sentence conversion is not game localization. Korean players are exceptionally attuned to tone,
character honorifics, and UI polish. When dialogue feels mechanical or overflows a dialogue box,
immersion shatters immediately.
"A clean sentence in a spreadsheet means nothing if it clips through the dialogue box or sounds like machine translation to a player holding a controller."
At Language-Games, we view localization through the lens of player immersion and technical code integrity. Founded by Jungbum Lee (University of Glasgow Ph.D. ABD, Sogang M.A. in Politics), our studio bridges scholarly linguistic precision with practical game engine literacy.
PILLAR 01
Honorifics & Character Voices
Korean has nuanced hierarchical registers (존댓말, 반말, archaic forms, military tones). Off-the-shelf translation routinely scrambles these registers mid-scene. We construct character speech charts so every companion, villain, and merchant maintains their distinct personality.
PILLAR 02
Technical Syntax & Tag Safety
Game files are full of placeholders: {0}, %s, color markup, and plurals. A single misplaced tag can trigger a fatal runtime crash. We maintain strict string hygiene and parse code-adjacent formats (JSON, CSV, XML, PO) without syntax corruptions.
PILLAR 03
Context Beyond Spreadsheets
Words like Equip (action vs item slot), Miss (evasion vs title), or Cast (spellcasting vs actor list) cannot be accurately translated in isolated rows. We verify ambiguous lines directly inside the game build with controller in hand.