Sector
- ISO 17100 certification · 2016
- 25+ years in language services
Our video game translation services cover in-game text, UI, dialogue, store pages and marketing. Game localisation is creative translation under technical constraint: text has to work within character limits and variables, and still be fun. It is handled by translators who actually play games. We quote per project, within one working day.
- Scope
- In-game text, dialogue and narrative
- UI, menus and system messages
- Marketing, store pages and trailers
- Credentials
- ISO 17100:2015 · ISO 18587:2017 · ISO 29993 · TÜV Hellas
- On every project
- Variables and placeholders are never translated.
- Character limits are met, or flagged where they are impossible.
- A confidentiality agreement before any engagement, and particularly pre-release.
- Response
- An itemised quote within one working day, with a firm delivery date.
- ISO 17100 certification · 2016
- First in Greece
- Athens Chamber of Tradesmen · 2018 (on the Athens Chamber site, in Greek) (opens in a new tab)
- Entrepreneurship award
- Official supplier
- NATO
- years in language services
- 25+
- 271 client reviews
- 4.9/5 on Google
How we work
How a project runs, step by step.
In games localisation the text is usually strings with character limits, variables, and context that does not appear in the file.
- 01Intake with context
We ask for screenshots, character descriptions and length limits before translation begins. Without them, rendering is guesswork.
- 02Glossary of names and mechanics
Names, locations and mechanics are locked first, so they cannot drift within one build.
- 03Translation within constraints
Variables and placeholders carry across untouched; character limits are respected.
- 04Independent revision
A second professional checks consistency and dialogue flow.
- 05Linguistic QA in build
By agreement, checking the text inside the game, where overflows actually surface.
Independent revision by a second professional is an ISO 17100 requirement.
Scope
What we localise
- In-game text, dialogue and narrative
- UI, menus and system messages
- Marketing, store pages and trailers
- Subtitling and voice-over for cutscenes
- Guides, documentation and player-support material
Capabilities
Why EL-Translations.
Creativity inside a character limit
Landing a joke in 40 characters with two variables in the middle is craft and technique at once. Our translators work with the tools and the constraints of gaming.
Respect for the lore
Names, terms and the world of each title are documented in a project glossary, so continuity holds from the first quest to the last DLC.
One team for all the material
Subtitling, voice-over and marketing translation from the same team, so your title speaks with one voice everywhere.
Contents
Why translating a game is not enough
The text of a game is read in the middle of the action. The humour has to land in the new language, instructions have to be understood instantly in the middle of the action, and names have to sit properly in the world of the title. A literal rendering spoils the experience, and players notice it immediately.
That is why game localisation goes to translators who genuinely play, and who know the conventions of each genre, from RPG lore to the UI of a strategy title.
From the build to the store page
We work on resource exports containing variables and placeholders, treat character limits as a technical specification, and return files ready for integration, with no broken strings.
The same team covers everything around the title as well: store pages, trailers, cutscene subtitling and marketing material, under a shared glossary so the game speaks with one voice everywhere.
Cultural adaptation
Game localisation does not stop at language. A joke, a pop-culture reference, a symbol or even a colour can work in one market and jar in another. Culturalisation is what makes the game's world feel native to the player.
Our translators, being players themselves, recognise when a reference needs adapting and when it must stay exactly as it is out of respect for the lore. The result is a version players receive as though it had been written for them.
Three questions before any project.
Ask us and any other agency.
- 01What context do you need from me so you are not translating blind?
- 02How do you handle strings that will not fit the character limit?
- 03Do you offer linguistic QA inside the build?
Infrastructure & Reliability
Three ISO standards, audited by TÜV Hellas.
Enterprise-grade translation needs know-how, infrastructure and accountability. We have already built them, so you do not have to.
Next milestones: ISO 9001 (quality) & ISO 27001 (information security), certification in progress.
- Certified processISO 17100:2015 · ISO 18587:2017 · ISO 29993 · TÜV Hellas
- AI infrastructure with certified human controlNeural machine translation + ISO 18587 post-editing
- Secure portals for clients and vendorsSeparate, access-controlled environments per project and per translator
- Per-client translation memories & term basesTerminology consistency and lower cost over time
- Confidentiality & data security by defaultNDA before every engagement, strict data handling at every level
- A dedicated project manager on every project140+ languages · 25+ years · since 2001
For procurement
The supplier file, ready.
What a supplier evaluation usually asks for, available from day one.
- ISO 17100:2015Translation services: translator qualifications, independent revision, a documented workflow. · TÜV Hellas · valid until 16 February 2028PDF
- ISO 18587:2017Machine translation post-editing, carried out under our certified process. · TÜV Hellas · valid until 11 February 2027PDF
- ISO 29993Design, development and delivery of the EL-Academy programmes. · TÜV Hellas · valid until 21 February 2027PDF
- Company detailsEL-Translations ΙΚΕ · VAT and commercial register numbersPage
- Confidentiality policyHow we handle data and filesPage
Frequently asked questions
Before the first project.
What do your gaming translation services include?
In-game text, dialogue and narrative, UI and system messages, store pages and marketing material, and subtitling and voice-over for cutscenes, all under one shared glossary.
Do you work with game-engine formats?
Yes. We work on resource exports with variables and placeholders, and return files ready for integration, with no broken strings.
How do you handle UI character limits?
Limits are declared at project level and treated as a technical specification, with creative abbreviation where needed, never with truncated meaning.
Can you also cover cutscene subtitling?
Yes: subtitling and voice-over are produced in-house, sharing a glossary with the in-game text. Send us your project details for a quote within one working day.






