Best books before your first game localization (3-book reading order)
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The first thing most small teams do when they decide to sell a game in other languages is look for a translator. The first thing that actually decides the outcome happens earlier: which languages, in which order, which text is in scope, what the translator receives, and when testing happens. Those are decisions, and they are cheaper to make with a good book than to discover by shipping.
This is a short list on purpose. Game localization is a field with few books and a lot of scattered blog posts, so instead of a long catalogue this article picks one book per job: planning the project, fixing the English you are about to pay to have translated, and selling the game once it exists in more languages. Each section says what the book covers, who it is not for, and what you should be able to decide after reading it.
Descriptions are based on each book's table of contents and the publisher's information; the judgement here is about which recurring failure each book prevents, not a review. No ratings and no review quotes. If you read only one, start with the planning handbook below: it is the one most likely to change how you spend your localization budget.
Affiliate links (Amazon Associates) — they open Amazon.co.jp.
English · Jones & Bartlett Learning · 2011 · 2nd ed.
The Game Localization Handbook
Heather Maxwell Chandler, Stephanie O'Malley Deming
Written for the person running a localization project rather than translating in it: planning and budgeting, pre-production, working with vendors, and testing, with case material from shipped titles. Tool and platform details are dated; the sequence of decisions is not. The print import is expensive — the Kindle edition is the realistic way to buy it from Japan.
Best for: Producers, leads, and solo developers planning their first localization. Not for translators looking for sentence-level craft.
How these three were chosen, and what was left out
The criteria were strict enough that the list stays short:
- Written by practitioners who ran the work, not summaries of other summaries.
- Available at the time of writing, in the latest edition. Where a card is shown it carries the edition and year, because two of the three are old enough that this matters; check availability there.
- Actionable: each one leaves you with a decision you can make this week, not background reading.
- One book per job. Where two books cover the same ground, only the more practical one is listed.
- No translation craft books. A developer commissioning translation needs decisions, not technique; the craft titles belong on a translator's shelf.
Plan the project before you brief anyone
The Game Localization Handbook (Chandler and Deming, second edition) is written for the person who has to run a localization project rather than translate in it: producers, leads, solo developers wearing that hat. It walks through planning and budgeting, pre-production, working with vendors, and testing, with case material from shipped titles. The useful part for a first project is the sequence: what has to be decided before anything is sent out, what a translator needs to receive, and where linguistic testing sits in the schedule.
Be honest about its age. The second edition is from 2011, so anything about specific tools, platforms, or store requirements is dated and should be checked against current official documentation. What has not changed is the set of decisions: scope, schedule, the kit you hand over, and when you test. Those chapters read as current.
Who it is not for: a translator looking to improve sentence-level craft, or anyone who wants a checklist without the reasoning behind it. Who it is for: the person who will otherwise learn these lessons by overrunning the schedule on their first localized release.
After reading it you should be able to decide three things: which text is in scope for the first release (UI, store page, subtitles, support content), where linguistic QA (LQA) goes in your calendar rather than after it, and what goes in the kit a translator receives on day one: a glossary, a one-page style guide, and context for strings that cannot be understood alone. Preparing a localization kit (lockit) covers what belongs in that kit, column by column.
Fix the source text first: UX writing for your UI and store page
Translators translate what you wrote. If a button label is vague, a placeholder is doing the work of a sentence, or the same action is called two different things on two screens, every one of those problems is reproduced in every language you pay for, and then reported back to you as a translation problem. The cheapest place to fix source text is before it leaves your repository.
Strategic Writing for UX (Torrey Podmajersky, O'Reilly) is about exactly that layer: the principles behind product text, how to define a voice and apply it consistently, and a working process for writing the short strings that make up most of a game's interface and store presence. It is a software UX book, not a game book, and that is fine: menus, settings, error messages, onboarding, and store copy are the same problem in a game as in any product.
Who it is not for: a narrative-heavy game whose main text is dialogue and prose, where the craft you need is writing, not UX writing. It also will not tell you anything about a specific target language. Who it is for: any team whose UI strings were written by whoever was implementing the screen at the time. There is no card for it here: at the time of writing Amazon.co.jp lists the English edition only second-hand, so buy it from any bookshop. The Japanese translation, 戦略的UXライティング, is on the books page for teams that read Japanese.
After reading it you should have a short voice chart (how the game speaks, in two or three rows) and a pass over your UI strings that removes inconsistencies and vague labels before export. That pass is one of the cheapest localization investments you can make, because its cost does not multiply by the number of languages.
Selling it once it is localized
A localized game that nobody in the target market hears about has the same revenue as an unlocalized one. Which markets get a launch push should be the same question as which languages you paid for, and the two are decided together more often than most first-time teams expect.
A Practical Guide to Indie Game Marketing (Joel Dreskin, Routledge) is written for small teams with small budgets: launch planning, press outreach, community building, with checklists rather than theory. Its value for localization is that it makes the per-market plan concrete: a launch in another language is a store page, a press list, and a community in that language, not only a translated build.
Who it is not for: teams whose publisher handles marketing, or anyone looking for current channel specifics, since the book is from 2015 and the platforms have moved. Who it is for: the developer who will do their own launch and needs a structure to fill in with today's channels. How to get more Steam wishlists is the current-channel companion to it.
After reading it you should be able to say which one or two markets get real launch effort, and therefore which languages deserve a fully localized store page and press material rather than just an in-game translation.
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English · Routledge (Focal Press) · 2015
A Practical Guide to Indie Game Marketing
Joel Dreskin
Launch planning, press outreach, and community building for small teams on small budgets, organized as checklists rather than theory. Channel specifics are dated; the per-market structure is the useful part.
Best for: Developers running their own launch in more than one market. Not needed if a publisher handles marketing.
Free sources to read first, and questions teams ask before buying
Several of the most useful references cost nothing and are official. Start with them; the books are for the depth they do not give.
Your store platform's localization documentation: Steamworks has a section on localization and languages that defines what counts as interface, subtitle, and full audio support, which is the vocabulary your store page uses. Your engine's official localization chapter covers export formats, plural handling, and font fallback for the engine you actually use. Microsoft publishes free per-language style guides that tell a translator how that language conventionally handles UI text, capitalization, and punctuation; pointing your translator at the one for each target language is a free substitute for writing those rules yourself. The Unicode CLDR data covers date, number, and plural conventions per locale.
Two limits of the free material: none of it helps you plan a project or decide scope, and none of it will fix your source text. That is the gap the three books fill. The books can also be bought from the publishers directly; each card links to the publisher's page where one exists.
Three questions come up before buying. Is a 2011 book still worth buying? For the planning decisions, yes; for anything about tools or platforms, treat it as history and check current docs. No later edition has been published, and the planning chapters are why it is still here.
Kindle or print? For the two you will read once, either. For the handbook, which you will come back to by chapter, a searchable edition is more useful. Prices and available formats are on the product page; they change and are not listed here.
Anything in Japanese, or for translators rather than developers? The broader list on the books page, Books on game localization and selling your game worldwide, groups titles by job and includes Japanese-language standards and translation craft books for translators.
Reading order, and what these three books let you decide
Scope, schedule, and the kit a translator receives come from the handbook. A consistent source text that does not multiply its own problems across languages comes from the UX writing book. Which markets get a real launch, and therefore which languages deserve full store and press localization, comes from the marketing guide. Three decisions, three books, and most of the expensive surprises of a first localization taken off the table before a single string is sent out. If you buy one today, buy the handbook.
Read them in the order of the decisions they unlock, not cover to cover:
- First: The Game Localization Handbook, the planning and vendor chapters. A couple of evenings. Skim the platform-specific material.
- Second: Strategic Writing for UX, front to back, then immediately apply it to your own strings. A weekend, most of it spent in your string table rather than in the book.
- Third: A Practical Guide to Indie Game Marketing, once you know which languages you are shipping. Read it as a template to fill in with current channels.
Affiliate links (Amazon Associates) — they open Amazon.co.jp.
English · Jones & Bartlett Learning · 2011 · 2nd ed.
The Game Localization Handbook
Heather Maxwell Chandler, Stephanie O'Malley Deming
Written for the person running a localization project rather than translating in it: planning and budgeting, pre-production, working with vendors, and testing, with case material from shipped titles. Tool and platform details are dated; the sequence of decisions is not. The print import is expensive — the Kindle edition is the realistic way to buy it from Japan.
Best for: Producers, leads, and solo developers planning their first localization. Not for translators looking for sentence-level craft.