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).