Game Localization QA
Steam pages, screenshots, demo strings, UI labels, patch notes, and player-facing Japanese copy reviewed for tone, clarity, context, and implementation risk.
Native Japanese QA for launch-critical copy.
Written redlines, localization QA, and response-risk checks for overseas game teams and AI products preparing Japanese-facing launches.
Rewrite for genre, player expectation, and natural Japanese rhythm.
Clearer next step, less over-certainty, and safer response behavior.
Severity, location, suggested text, and context your team can use.
Positioning
Use Launch QA Japan when your Japanese copy, AI responses, UI strings, or Steam page already exist — but you need a native check before real users see them.
Steam pages, screenshots, demo strings, UI labels, patch notes, and player-facing Japanese copy reviewed for tone, clarity, context, and implementation risk.
Review generated replies for unnatural phrasing, over-certainty, vague guidance, trust issues, and reusable Japanese style rules.
Redlines, severity notes, suggested rewrites, and issue rows your team can implement without live meetings.
Full Game Localization
Full game localization is handled as a custom quote, not a fixed package. The scope depends on word count, file format, context access, LQA needs, and release timeline.
String files, store copy, UI text, tutorials, item descriptions, patch notes, and dialogue where context is available.
Screenshots, gameplay captures, or demo builds reviewed for line breaks, UI fit, tone mismatch, and player-facing issues.
Steam page, Japanese FAQ, review-reply templates, launch copy, and post-implementation written re-checks.
Pricing
Small audits stay easy to buy. Larger localization, LQA, or recurring QA work is scoped in writing before work starts.
A small public-material or sample-response audit.
A broader Steam page, launch copy, or AI response-set audit.
A deeper pre-release review before demo, Next Fest, Early Access, or AI rollout.
Translation, editing, and LQA scope depends on word count and context.
Demo, UI, screenshots, or workflow review.
Recurring checks for updates, AI responses, or launch copy.
Samples
The point is not to make Japanese prettier. The point is to make launch copy safer, clearer, and easier to implement.
Enter a beautiful but dangerous world where every choice matters.
美しくも危険な世界へ。あなたの選択が、探索の行方を変えていく。
それは確実に正しいです。詳細は公式サイトを確認してください。
現時点では断定できません。確認すべき箇所は、公式サイトの料金ページ・更新日・利用規約の3点です。
Process
Send public pages, string files, screenshots, AI response exports, or a demo key. Scope is confirmed in writing before the audit starts.
URL, strings, screenshots, responses, or demo access.
Package, limits, deliverable, and timeline confirmed in writing.
Redlines, issue rows, severity notes, and rewrite suggestions.
Use the included async support window for follow-up questions.
Boundaries
Launch QA Japan reduces Japanese-language risk. It does not guarantee sales, reviews, wishlists, press coverage, or Japanese market success.
Yes, as a custom quote. Full game localization depends on word count, file format, context access, LQA needs, and release timeline.
No. I do not directly edit game engine projects, production builds, repositories, or live environments. Your team keeps implementation control.
No. Standard support is async written support only through email, comments, Notion, GitHub Issues, Slack, or Discord text channels.
Sometimes it is enough for internal drafts. Public launches need a native check for tone, genre expectations, trust, UI length, uncertainty, and wording that may sound unnatural even when the meaning is technically correct.
I will confirm whether it fits a starting-from audit, a game localization QA scope, or a custom quote.