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. 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 and beyond are welcome. 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?
That is 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. You hear about any problem fast. And if I am out completely, 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?
I never use AI voices. Every line is spoken by a human actor and engineered by hand in Pro Tools. On text, you buy authorship. I write or rework every German line myself, at full rate and with no match discounts, and I answer for all of it. Nothing ships that I have not been through myself. Larger projects scale with my vetted team of up to 10 human translators, then a single editing pass across the whole script. If you are shopping for a cheap machine-translated pass with a light patch, that is not what this is.
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. I do not give 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. We can use your template or mine, and 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, while 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. We connect over Source Connect, Zoom or SessionLinkPRO, whichever 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?
I need a word count and your files in any common format, be it Excel, CSV, JSON, PO or whatever else your pipeline exports. Context materials such as builds, screenshots and a glossary help. If you have no glossary, I build one as I go.