localize

Manages the full game localization pipeline from string extraction through translation validation and QA sign-off.

Updated Aug 2, 2026
One-click install
npx skills add https://github.com/claretagrapelike32/codex-ai-game-studio --skill localize-claretagrapelike32
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: localize
Source: https://github.com/claretagrapelike32/codex-ai-game-studio/tree/main/plugins/ai-game-studio/skills/localize
Command: npx skills add https://github.com/claretagrapelike32/codex-ai-game-studio --skill localize-claretagrapelike32

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Shipping a game in multiple languages involves far more than translation: hardcoded strings hide in source code, translations break placeholders or overflow UI, cultural content can block certification, and RTL layouts require dedicated testing. This Skill orchestrates that entire pipeline so no locale ships with broken or offensive content. ## Core Features & Use Cases - String Scanning and Extraction: Detect hardcoded strings and localization anti-patterns in source code, then generate keyed string table entries with translator context fields. - Translation Validation and Status: Check completeness, placeholder mismatches, character limits, plural forms, and stale translations per locale, with a coverage matrix report. - Cultural Review, RTL, and VO: Flag culturally sensitive symbols, colors, and idioms; validate right-to-left layout and font support; manage voice-over scripts, recording manifests, and file integration. - Freeze and QA Gates: Enforce string freeze before sending to translators and run a structured localization QA pass whose verdict gates release per locale. - Use Case: Before shipping your game in French, Arabic, and Japanese, run the scan and extract modes to build the string table, call freeze, generate a translator brief, then validate returned translations, run rtl-check for Arabic, and finish with a QA pass that produces a per-locale ship verdict. ## Quick Start Use the localize skill to scan my game's source code for hardcoded strings and report every localization issue with file paths and line numbers.

Frequently Asked Questions about localize

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I find hardcoded strings in my game before localization?

Run the scan mode to search source code for string literals not wrapped in localization functions like tr() or GetText. It also flags concatenated strings, positional placeholders, and locale-insensitive date or number formatting, reporting file paths and line numbers without modifying files.

How do I validate game translations for placeholder and length errors?

Use validate mode to check each locale's string table against the English source. It detects missing translations, placeholder mismatches, character limit violations, incorrect plural form counts, orphaned keys, and stale translations, grouped by locale and severity.

What is a string freeze and when should I call it?

A string freeze locks the English source string table so translators work on a stable target. Call it after all UI, dialogue, and system strings are final and scans show zero hardcoded strings; strings added afterward are flagged as freeze violations requiring re-translation.

Does this support right-to-left languages like Arabic and Hebrew?

Yes, the rtl-check mode validates layout mirroring, Arabic ligature rendering, font character support, and string assembly order for RTL locales. It checks engine-specific settings for Godot, Unity, and Unreal, and flags directional icons or text-in-image assets needing mirrored variants.

How do I manage voice-over recording for localized dialogue?

The vo-pipeline mode scans dialogue keys to build a recording manifest, generates per-character recording scripts with director notes and pronunciation guides, validates that audio files exist and follow naming conventions, and verifies code references match files in assets/audio/vo.

Can a failed localization QA block my game release?

Yes, the qa mode produces a PASS, PASS WITH CONDITIONS, or FAIL verdict per locale. A FAIL blocks release for that locale only, while other locales with passing verdicts can still ship through the release gate.