Localization QA (LQA) checks translated text inside the running game rather than in a spreadsheet.
Testers play the build in each target language and verify that the text is accurate, fits the interface and meets the requirements of each market. LQA at LCP Localizations covers language only; functional testing of gameplay is outside its scope.
LQA can run as part of full game localization or as a standalone service for games localized by other providers.
What LQA covers
Linguistic review in context
Menus, dialogue, tooltips and notifications are checked for correct translation, natural phrasing and consistency with the glossary and style guide.
UI and layout
Buttons, menus and dialogue boxes are checked for truncation, overlapping text and incorrect line breaks, which are common when translations run longer than the source or use a different script. More on game UI localization.
Consistency and local compliance
Terminology is checked across the whole game, local formats are verified, and text and features are checked against the requirements of each target country.
Testing runs on mobile devices, mobile emulators and PC.
LQA process
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01
TEAM SETUP
A dedicated team of testers, a lead and backups, assigned for the length of the project.
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02
TEST PLAN
Testing follows the client's own materials: the bug sheet, the categorization of bugs and text defects, and the glossary.
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03
USER JOURNEYS
Testers go through every module of the game in the order and with the priorities set by the client.
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04
LOGGING
Each issue is recorded with the affected text, a screenshot or video, a bug category and a suggested fix.
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05
REPORT REVIEW
The lead reviews the completed report.
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06
DELIVERY
The client receives the completed bug sheet, with a fix for every issue, ready for the development team to implement.
Case study: Lilith Games
Lilith Games, LCP Localizations' largest client, uses the studio for in-game LQA across its portfolio. Testers follow Lilith's user journeys and priorities, work in Lilith's own sheets and bug categories, and document each issue with screenshots or video and a suggested fix.
- Client
- Lilith Games
- Scope
- In-game LQA across the portfolio
- Volume
- 35 to 60 hours per project
- Deliverable
- Completed bug sheet with fixes ready for implementation
Why LQA matters
Players notice broken text, and it shows up in store reviews. LQA finds these issues before release. Because the same team works on every update, findings are fed back into the glossary, style guide and later translations.
Pricing and turnaround
LQA is priced per hour, with no minimum fees and no project management fees. Quotes depend on scope, volume and expected continuity.
Completion time can be shortened by adding testers, at no extra cost. For time-limited events and features that involve interaction between players, several testers can work in the game at the same time.
Free test and pilot project
FREE TEST
300 to 500 words, completed in 2 to 3 days, to evaluate the translators or LQA testers. There is no obligation to continue.
PILOT PROJECT
A one-off project, or one month for clients with steady volume, used to evaluate translation quality, coordination and consistency over time. Billed at 30% below the agreed rates.
Team
CO-FOUNDER / LOCALIZATION MANAGER
Xavier Montemurro
A translator by training, Xavier manages localization projects and client communication. LinkedIn
CO-FOUNDER / TECHNICAL MANAGER
Stefan Cirnu
Stefan is responsible for the company's backend and development. LinkedIn
Testimonials
★★★★★ / ONE HAMSA
"LCP Localizations delivered great localization, adapted to our workflows, and also helped us catch issues through their thorough LQA."
Assaf Ronen, Head of Studio
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