Your game deserves a real German voice.
I translate games into German and produce the voices to match, recorded by real actors in real studios. Built around indie budgets, and ready to scale up when a bigger project needs a larger cast.
Translation and voice, from one pair of hands.
Translation
German players notice stiff text in the first minute. I translate dialogue, UI, and store pages so they read like the game was written here. Across more than fifteen shipped titles, from Batman: Arkham Shadow to Wuchang: Fallen Feathers.
One accountable lead, a vetted team of up to 10 behind larger jobs, and staged deliveries so finished batches are already on your side. If I am ever out, a colleague from the same pipeline picks up at the exact segment while I stay accountable for the result.
Available for the long run: DLCs, updates, patch notes and ongoing content, not just the initial ship.
Voice Over
Small casts I record myself, in my own treated booth in Berlin. Larger casts I direct remotely, each actor recording in their own studio while I run the session live. You get broadcast quality without renting a single room.
Casting runs through the Berlin voice pool, around 200 voices. In-game usage is always included flat in the quote; trailers and ads are quoted separately, so there are no surprise buyout fees later.
More samples on moritz-seipke.com
In ongoing professional speech training with Grit Hollack (Dipl.-Sprecherzieherin).
Why this costs less than you expect.
German voice work has a reputation for being expensive. Most of that cost comes from structure: rented studios, agency margins, project managers between you and the people doing the work. None of that exists here. You talk to the translator. You talk to the engineer. They are the same person.
In numbers: translation €0.10 per word, editing and proofreading by a second linguist another €0.05, voice sessions from €180. Full casts quoted per project.
Cheaper than this usually means machine translation with a light human patch. That kind of German reads wrong to players, lands in your Steam reviews, and gets redone properly later. The rework, and the reputation hit, cost more than doing it right the first time. No match discounts here either: every string gets full attention, whether the memory calls it a fuzzy match or not.
Worked example: a 30,000 word script lands around €4,500, a 60,000 word one around €9,000, translated and edited, quoted within 48 hours. A 60,000 word project realistically takes 2 to 4 weeks. Not sure about fit? Get a free style sample: up to 1,000 words, translated the way your game would ship.
Get a free style sample Get a quoteNo AI voices, no machine translation, at any budget.
Every line is performed by a human actor and engineered by hand in Pro Tools, mastered to broadcast loudness standards. If a synthetic voice would do the job, you do not need me. For everything else, this is what I built Elandir for.
You work with me directly. When a project needs more voices than mine, I bring in colleagues I have worked with for years.
Four steps from word count to shipped audio.
Files in
You send your word count and your strings in whatever format your pipeline exports. Excel, CSV, JSON, PO, all fine. You hear back within 24 hours and get a fixed quote within 48.
Translation and editing
I translate, build the glossary as I go, and keep a query sheet running so your writers answer each question only once. A separate editing pass by a second linguist, someone who did not translate the script, then catches every inconsistency before anything reaches recording.
Voices
We cast together from my network. Small casts I record in my Berlin booth, larger ones I direct live while each actor records in their own studio.
Delivery
You get clean files named to your convention, mastered and ready to drop in. On request I add a proper LQA pass on the implemented build: tracker-based, logged with severity levels, at €40 per hour.
Fifteen-plus shipped games, from indie to Batman.
Elandir launched in 2026, but the work behind it goes back years. I shipped these as a freelance translator and recording engineer, contracted by studios and localization houses across Europe. Some put my name in the credits, some did not.
Every title here is verifiable on my MobyGames profile.
Read: Why German localization pays for indie games →
Your game could be next on this list. Send your word count and get a fixed quote within 48 hours, or a free style sample first, up to 1,000 words.
Get a quoteWho you talk to.
Elandir is run by Moritz Seipke. Translator on more than fifteen shipped games. Recording engineer on Kingdom Come: Deliverance II at GlobaLoc Berlin. Voice actor with a treated booth and a Pro Tools rig three steps from the desk. Based in Berlin, working with studios worldwide since 2018.
Questions studios ask before the first call.
How much does German game localization cost?
Translation runs €0.10 per word, and a full round of editing and proofreading by a second linguist is another €0.05, so a 30,000 word script lands around €4,500 translated and reviewed. My own voice sessions start at €180, for narrators, NPCs and trailers recorded the same week in Berlin. Full casts I quote per project, with casting, remote direction and mastering in one number, and in-game usage always included flat. Trailers and ads are quoted separately. Send me your word count and you get a fixed quote within 48 hours.
Can you handle a large wordcount or a tight deadline?
Yes, and here are the numbers. Solo I translate about 15,000 words per week, which keeps the German consistent. When the wordcount is large or the deadline is short, I scale up with a vetted team of up to 10 translators, then run a single editing pass across the whole script so it reads as one consistent version. The largest project shipped this way is an unannounced AAA title with over 100,000 words, so programs of that size are welcome, not a ceiling. A 60,000 word project realistically takes 2 to 4 weeks. You get the throughput of a team with one person accountable for the result.
What happens if you are unavailable mid-project?
A fair question to ask any small vendor. Three things protect your ship date: deliveries are staged, so finished batches are already on your side instead of sitting on mine. You hear about any problem fast, not after a missed deadline. And if I am truly out, a vetted colleague from the same pipeline picks up at the exact segment, while I stay accountable for the result.
Do you use AI translation or AI voices?
No. Machine translation and synthetic voices are off the table. On solo projects every word is translated by me; larger projects scale with my vetted team of up to 10 human translators. Every line is spoken by a human actor, and I use CAT tools for consistency, the way every professional translator does.
Which CAT tools do you work in?
memoQ is my usual stack, and Gridly, Phrase and Crowdin work too. Translation memory and termbase handling is included, and every asset is handed back on request. One thing you will not find here: match discounts. Every string gets full attention, whether the TM calls it a fuzzy match or not.
Do you sign NDAs?
Yes, always before any strings change hands. Your template or mine: if your studio does not have one, I bring my own.
Why is German localization worth it for an indie game?
Germany is one of the largest games markets in Europe, and German players buy and review in their own language. A good German version regularly pays for itself. A bad one shows up in your Steam reviews.
Can you record German voice acting remotely?
Yes, that is the core of how I work. Small casts I record in my own booth. Larger casts I direct live while each actor records in their own studio. Source Connect, Zoom or SessionLinkPRO, whatever fits the actor's setup.
What about revisions and approvals?
Two revision rounds are included in every project. Deliveries are rolling, so you can flag revisions early instead of discovering everything at the end. Approval starts with you on every batch; once you trust the voice, I can run sign-off autonomously if you prefer. And before a large project, a style sample translation of up to 1,000 words is free.
What do you need from me to start?
A word count and your files in any common format. Excel, CSV, JSON, PO, whatever your pipeline exports. Context materials help: builds, screenshots, a glossary if you have one. If you do not, I build one as I go.
Anything else, ask me on the call, or send your word count for a fixed quote within 48 hours.
Get a quoteGet your quote.
Two ways to the same number. Talk it through on a call, or send your details by email and get a fixed quote within 48 hours.
Currently open: remaining capacity in the current quarter for small and large projects, and for long-term collaborations.
Talk it through
Book a thirty minute call and walk me through what you are building. I tell you what a German version would cost and how long it takes, no charge for the conversation.
Calendar not loading? Open it in a new tab: calendly.com/moritz-elandir-productions/30min
Get a quote by email
No call needed. Send me your word count, your target date, and the format your files are in. Excel, CSV, JSON, PO, whatever your pipeline exports. I reply within 24 hours, and you get a fixed quote within 48.
Not sure about fit? Get a free style sample: up to 1,000 words, translated the way your game would ship.
Get a free style sample Request a quote by emailOr write directly: E-Mail. Replies within 24 hours.