LANGUAGE-GAMES / Publisher Capability Deck (8 Pages · Landscape)
LANGUAGE-GAMES 언어-유희
English → Korean Game Localization & Advisory
STOVE Indie Awards 2025 · Winner "Best Localizer"
Publisher Capabilities & Studio Profile

Immersive Korean Game Localization,
Tested in the Build.

We translate, adapt, and functionally QA narrative-rich video games for the Korean market. Led by an award-winning localizer and academic, we combine deep respect for game lore with proprietary CAT-native AI engineering to deliver natural, bug-free Korean gaming experiences.

🎮 English to Korean Specialists
🔍 Hands-on In-Build LQA
📜 Korean GRAC & Rating Consultation
⚡ Powered by Lexicontexta™ CAT Workbench
📰 Registered Indie Gaming Press (언어유희)
Focus Area
Narrative, RPG, Indie & Mid-tier
Lead Localizer
Jungbum Lee (이정범)
Direct Contacts
info@language-games.com
Studio Base
Gyeonggi-do, Republic of Korea
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.
Comprehensive Studio Capabilities

End-to-End Korean Localization & Market Advisory

Whether you need a full script localized from scratch, an existing draft audited, or hands-on LQA in a test build, we offer modular services tailored to your release milestone.

Translation

Full Game Localization

English to Korean translation of in-game dialogues, UI strings, quests, lore items, achievements, and Steam store copy.

  • Glossary & style sheet creation
  • Lore & worldbuilding adaptation
  • Strict placeholder/tag preservation
  • Complimentary smoke LQA (1 hr / 10k wds)
In-Build LQA

Functional & Linguistic QA

Playing through your actual test build on PC or console with a controller/keyboard to verify on-screen presentation.

  • Detecting UI text overflows & clipping
  • Resolving polysemous context errors
  • Font glyph & line break validation
  • Actionable bug reports via Jira / Notion
Editorial

Proofreading & Polish

Rehabilitating awkward volunteer drafts, machine-translated scripts, or early localization iterations before release.

  • Eliminating unnatural "translationese"
  • Terminology unification across files
  • Grammar, punctuation & flow polish
  • Community sentiment alignment
PR & Korea Market

Launch PR & GRAC Advisory

Maximizing Korean player discovery through official press coverage and community outreach alongside age rating guidance.

  • Editorial news coverage on registered press desk (언어유희)
  • Community launch broadcasts (Ruliweb, Inven, DC Inside)
  • IARC vs direct GRAC submission paths & timing
  • Complimentary with full localization
Winner: STOVE Indie Awards 2025 — Best Localizer
Lead translator Jungbum Lee was awarded "Best Localizer" at Smilegate's STOVE Indie Awards 2025 for delivering a culturally optimized Korean translation of the acclaimed open-world action RPG Drova – Forsaken Kin, celebrated for capturing its dark, hardcore atmosphere without compromise.
Host: Smilegate STOVE
Recognized: Drova (Deck13)
Buckshot Roulette
Buckshot Roulette
Mike Klubnika / Critical Reflex · Tabletop Horror
Partial Translation & Polish
Global viral tabletop horror sensation with millions of players. Localized high-tension item descriptions, dealer interactions, and gritty terminal interface text with punchy, immersive brevity.
Drova - Forsaken Kin
Drova – Forsaken Kin
Deck13 / Just2D · Open-World Action RPG
★ STOVE Best Localizer Winner · Trans(Co) & LQA
Winner of STOVE Indie Awards 2025 Best Localizer. Delivered a culturally resonant Korean script and extensive in-build LQA capturing the dark, hardcore Celtic-inspired fantasy world.
No, I'm not a Human
No, I'm not a Human
Trioskaz / Critical Reflex · Psychological Horror
Translation & In-Build LQA
Breakout psychological narrative horror requiring an uncanny, unsettling tone. Preserved eerie suspense and psychological dread through careful register design and dialogue pacing checks.
Dungeon Defenders Awakened
Dungeon Defenders Awakened
Chromatic Games · Action Tower Defense
Translation & In-Build LQA
Major installment in the multi-million-selling franchise. Localized intricate defense tower mechanics, hero ability skill trees, co-op UI, and tiered loot tooltips with rigorous space discipline.
Explore 25+ Full Project Credits & Case Studies
Including Eternal Strands, Lunacid, Altered Alma, Research Story, ORX, inKONBINI, Carimara, Burden Street Station, Hook & Loop, A Tithe in Blood, and more.
View Full Portfolio at language-games.com/projects →
Structured & Transparent Methodology

The 5-Stage Localization & LQA Workflow

We eliminate guesswork. From initial script ingestion to post-launch patch support, our workflow combines automated validation with thorough human editorial review.

STAGE 01
Kit Audit & Source QA
We audit your source files (JSON, CSV, PO, XLSX) for string keys, branch order, and speaker attribution. Before translating, our Source QA detects syntax typos, mismatched brackets, and broken placeholders directly in the English source.
Key Deliverables: Cleaned kit, variable map, string order flags
STAGE 02
Glossary Architecture
Key nouns, weapon names, character titles, and spell nomenclatures are extracted and screened. We define speech registers (존비속어, sentence endings) per character and lock the project terminology with the development team before full translation starts.
Key Deliverables: Bilingual Glossary (XLSX), Character Tone Sheets
STAGE 03
Contextual Translation
Dialogue, UI, and narrative text are translated with strict adherence to the frozen glossary. Cultural humor, slang, and world lore are adapted idiomatically into natural Korean, while all code variables and markup tags are strictly preserved.
Key Deliverables: Translated bilingual tables, tag validation log
STAGE 04
In-Build LQA Testing
We import the translated build into Steam, itch, or console devkits and play through with a controller. We resolve UI overflows, line breaks, missing font glyphs, and ambiguous strings that only become clear in dynamic gameplay.
Key Deliverables: In-game screenshots, bug tickets, line-shortening fixes
STAGE 05
Launch & Patch Support
We translate Steam announcement notes, store page descriptions, and patch changelogs. Following release, we monitor player feedback on major Korean gaming communities (Ruliweb, Inven, DC Inside) to rapidly address day-one community patches.
Key Deliverables: Storefront copy, rapid hotfix turnarounds
Engineered in House by Game Localizers

Lexicontexta™: CAT-Native Studio Workbench

Generic LLMs fail in game localization because they lose global context, corrupt code tags, and scramble character registers. We engineered Lexicontexta™ not to replace human linguists, but to eliminate mechanical friction and context-switching.

Lexicontexta™ Studio Workbench

Designed to solve the realities of game localization by minimizing translator context-switching. By batch-handling tedious lookup cycles, cross-referencing glossaries, and standardizing complex Korean spacing rules (띄어쓰기) and orthography, it frees human linguists to focus entirely on narrative voice, dialogue cadence, and in-build LQA.

PLATFORM URL
lexicontexta.com

01 2-Pass Glossary & Spacing

Scans source scripts to extract candidate proper nouns and lore terms before kickoff. Enforces unified Korean orthography and spacing rules across massive dialogue trees, eliminating time wasted on mechanical dictionary checks.

02 Source QA & Tag Hygiene

Detects typos, unmatched brackets, and broken code placeholders ({0}, %s) directly in the source. Automatically audits translated rows to prevent runtime crashes and ensure zero syntax corruption.

03 Targeted Regression Polish

Rather than unguided wholesale generation, Lexicontexta flags defective or ambiguous rows and executes targeted re-translations strictly on problem segments—leaving validated human translations completely intact.

Enterprise Cloud Security & Zero Data Leakage: Lexicontexta operates exclusively via Enterprise Google Cloud Agent Platform APIs—never consumer or free-tier endpoints. Your unreleased scripts receive the exact same enterprise data protection, tenant isolation, and strict confidentiality as sending files via Gmail or storing them in Google Drive / Google Sheets. Data is strictly isolated and never used for model training.
Capacity, Tools & Commercial Standards

Operations, Capacity & Rate Standards

Transparent reference rates, daily throughput metrics, and flexible remote engagement for publishers and agencies.

⚡
Focused Human Craft: We utilize internal tooling to batch-process dictionary lookups, glossary consistency, and Korean orthographic spacing—freeing our linguists to focus 100% of their energy on character registers, creative dialogue, and in-build LQA.
Service Tier Standard Baseline Scope & Deliverables
Full Translation Starting at $0.06 / word Comprehensive narrative, dialogue & UI translation with syntax safety. Includes 1 hr complimentary smoke LQA per 10k words.
Review & Proofreading Starting at $0.03 / word Linguistic review, stylistic unification, and terminology editing of existing scripts.
In-Build LQA Testing $30.00 / hour (or ~$0.06/wd) Hands-on playthrough in actual builds with controller/keyboard. Overflow, clipping, and bug reports.
Translation + In-Build LQA Starting at $0.10 / word Complete turnkey package: full translation plus hands-on build verification. Our most recommended tier.
Launch PR & GRAC Advisory COMPLIMENTARY Editorial press article via registered news desk (언어유희), launch broadcast across top Korean gamer communities, and GRAC rating guidance.
Daily Capacity
2,500 – 3,000 wpd
Solo · up to 6,000 wpd with studio team
Review & LQA Speed
5,000 – 7,000 wpd
Review · LQA: 6–8 build testing hrs/day
CAT & QA Tool Stack
memoQ · Trados · Phrase
Xbench, Smartcat, Excel/Sheets, Jira
Billing & Minimums
USD ($) · Min $30.00
Source word / Hourly · Net 30 standard
PARTNER PERKS INCLUDED
1. In-Build Smoke LQA: 1 hr of hands-on build testing included per 10k words (validating fonts, line clipping & core UI).
2. Launch PR & Community Broadcast: Editorial news coverage on our registered press desk (언어유희) + launch broadcast across Ruliweb, Inven & DC Inside.
Ready for the Korean Launch

Let's Bring Your Game to Korean Players

Korean gamers are passionate, vocal, and community-driven. When an overseas title arrives with natural, respectful Korean dialogue and polished UI, players champion the game vigorously.

Direct Channels

Feel free to reach out for a quote, script audit, or informal question.

@
Email Inquiries info@language-games.com
🌐
Studio Website language-games.com
⚡
AI Localization Workbench lexicontexta.com
💬
Discord (Direct & Community) ganzhiking (discord.gg/cDwpkhbUST)
How to kick off: Share your total word count, sample script snippet, engine details, and intended launch window. We return a line-item estimate and timeline within 24 to 48 hours.

A Note on Our Partnership

"We run Language-Games as a craftsman studio, not a high-volume agency assembly line. Every script is handled personally by seasoned localizers who play games and understand the communities who play them."

"Whether your project is an intimate 10,000-word indie demo or a sprawling 150,000-word RPG, our goal is the same: to make Korean players feel as though your game was originally written in Korean from day one."

Jungbum Lee (이정범)
Lead Localizer & Toolmaker · Language-Games
STOVE Indie Awards 2025
Best Localizer Winner