Élodie BourryGame localization
Localizing games since 2006

Your game, in French that feels written for it

I help indie studios bring their games to French-speaking players, from Steam pages and full localization to in-game testing and post-launch support. You work directly with the person translating, someone who has spent 20 years in game production.

Language pairEN → FR
In games since2006
Titles99+
ModeHuman-first

What I can do for your game

Start small, or go all the way

Start here

French Steam page & launch kit

The most affordable way to start reaching French-speaking players.

  • Store page, short description and promotional copy
  • Trailer subtitles
  • Launch announcement and press-kit copy

Good forDemos, Steam Next Fest and wishlist campaigns

Core service

Full French localization

Every line written in French by me, with your characters' voices, jokes and world intact.

  • Dialogue, narrative and lore
  • UI, tutorials, items and achievements
  • Gender-neutral French nobody notices, when the player can be anyone
  • Glossary and style guide for future updates

Good forGames getting ready for a French release

Fix what exists

French review & in-game LQA

Already have a French version? I check it, fix what needs fixing, and see how it reads in the game.

  • Review of existing human, community or machine translations
  • In-game checks for truncation, context and consistency
  • Bug reports with screenshots and the corrected text

Good forGames with an existing French localization

Small indie project?

Send me your word count and a sample. I'll send you a no-obligation estimate.

Get a quick quote

More ways I can help

For studios that need more than a translation.

Before translation

Localization-readiness review

I look at your strings, variables and UI before translation starts, so problems get fixed once, not once per language.

  • String exports, variables and placeholders
  • Gender, pluralization and character-limit risks
  • Context notes and a clear list of fixes

Good forStudios localizing for the first time

After launch

Post-launch French care

Players report text issues on Steam or Discord. I sort the real bugs from the noise and send you the fixes.

  • Player reports checked and sorted by priority
  • Fixed strings with their IDs, plus a simple issue log
  • French patch notes and update copy

Good forLive games, DLC and regular content updates

English too

English copy editing & polish

English isn't your first language? I polish your Steam page and announcements so they read naturally, after years writing English and French content at PokerStars.

  • Steam pages and trailer copy
  • Announcements, newsletters and promotional text
  • In-game English copy review

Good forTeams writing in English as a second language

Production support

Localization management & content operations

Several languages, several vendors, one patch day? I keep glossaries, files and review rounds in order, the way I did for Nintendo's European teams.

  • Localization briefs, glossaries and style guides
  • Vendor coordination, review cycles and issue tracking
  • Content handoffs, release checklists and ongoing maintenance

Good forGrowing studios and publishers managing several languages or titles

Get your game loc-friendly

My free Loc Prep Kit: 13 habits that make localization smoother in any language, and a checklist you can download.

Get the free Loc Prep Kit

Human-first. Quality-checked.

How a project runs

  1. Share your projectSend your files, a build or a store page, plus context about your audience and tone.
  2. I write and adaptI write every French line myself, and ask when the context or the intent isn't obvious.
  3. Technical and linguistic QATools check terminology, length limits, placeholders and tags. AI-assisted checks only if your NDA allows them.
  4. Final human reviewI check every flag myself, then send you the files and a short QA report.
I write, tools double-checkEvery word of French is mine. Software catches broken tags, length issues and the odd typo.
Your NDA sets the rulesIt decides which tools, AI included, may touch your text. Nothing leaves our project without your OK.
You talk to meNo account manager in between: the person answering your emails is the person translating your game.
No surprisesYou get a quote with the scope, the price and the deliverables before anything starts.

Why work with me

France, Spain, Germany, Ireland, and back home

  1. 2006FranceWhere it all started: functionality tester on my first game.
  2. EA2006 · Madrid, SpainLead LQA and peak testing project manager. I know how text breaks in a build and how to fix it.
  3. Nintendo2011 · Frankfurt → DublinFrench translator on eShop and Virtual Console retro titles, then coordinator of the French, Italian, German, Spanish and Dutch teams.
  4. PokerStars2016 · Dublin, IrelandEnglish and French content writer, then content team leader. Copy written to inform and convert, published in 18 languages.
  5. 2020FranceBack home, and independent. Fourteen years of testing, translation and content, now working directly with studios.
Player review · Steam
« Magnifiquement traduits en français, chapeau à la traductrice. »

"Beautifully translated into French. Hats off to the translator."

Cucina Stellata ↗
Industry recognition · ATAA

Put forward for the first ATAA video game translation award

The French translation of No, I'm Not a Human was noticed and put forward by the video game committee of the ATAA, France's association of audiovisual translators.

ATAA Awards 2026

Client outcome · Agency
French first. Then three more languages.

"Following the successful French localization (you can thank Élodie for that), the client is now requesting German, Spanish and Brazilian Portuguese localization."

Damien, Localization Manager

Questions studios ask

Do you use machine translation or AI?

No machine writes your French: I do. Automated QA and AI-assisted checks flag possible issues, within what your NDA allows, and I review every suggestion myself.

Do you do machine translation post-editing?

I could, but it doesn't serve your game. Giving a machine draft depth, emotion and character often takes almost as long as writing it, and flat, almost-right text dulls even a careful reviewer's eye. It looks cheaper on the quote, and can end up costing you in reviews and patches.

I'm not against AI: I use it for research, to flag inconsistencies, to catch human slips, or even to build this website! AI should help a human perfect their work, not the other way around.

How do you charge?

Translation is quoted per word, testing and reviews per hour or per project, and the readiness review depends on the size of your game. You get a clear quote before anything starts.

My budget is small. Where should I start?

Start with a French Steam page and launch materials. It's an affordable first step that lets you reach French-speaking players before committing to a full localization.

For games I really believe in, I'm also open to a mix of a reduced rate and a share of revenue. It's case by case, with a clear contract.

Tell me about your project

Do you need a build of the game?

Strictly speaking, no. But I'm a gamer, and playing your game before translating it, even for an hour, always shows in the French. Screenshots or a playthrough video help a lot too. In-game testing does need a build or a key.

Can you work in our tools?

Most likely. I translate in Trados Studio or memoQ, which handle the usual string formats: spreadsheets, XLIFF, JSON, XML and PO. If you use a cloud platform like Crowdin, Lokalise or Phrase, just invite me, usually at no extra cost to you. No tool at all? A clean spreadsheet works perfectly.

Can you handle other languages?

I translate into French only, because that's where I can promise native quality. But I can coordinate other languages with trusted translators, and review your English before it goes out.

Our game already has a French translation. Can you fix it?

It depends on its quality. I start by reviewing a sample, then keep what works and fix the rest. If the French turns out to be machine-made, or needs more fixing than rewriting, I'll tell you honestly: a fresh translation will cost less and read better. I aim for French that reads as if it were written in French, not a patched version. Any in-game testing is scoped with you in advance.

When is a game ready to localize?

Ideally, when the English text is close to final and every string lives outside the code. Beyond that, there's no exam to pass: an experienced translator can work with what you have.

My free checklist gives you a good idea of how ready your game is, and which points will make translation faster and smoother. Not every point is a must.

See the checklist

How fast can you start?

Send me your word count and deadline and I'll reply with a quote and a start date within 48 hours (Sundays and public holidays excluded).

Show me your game

A few minutes is all it takes: say hello, answer what you can, and I'll reply with a quote within 48 hours (Sundays and public holidays excluded).

Start your brief

Prefer to just write?
Emailhello@elodiebourry.fr
Discordelodie_34311