EN/DE → Ru Game Localization

Make Your Game Feel Native in Russian

From translation and editing to terminology management and LQA — full-cycle Russian game localization by one dedicated specialist with 20 years of experience.

Hi, my name is Maxim!

I am a professional English- and German-to-Russian translator and video game localizer with almost 20 years of experience in game localization.

I have two graduate degrees: one in IT and one in linguistics. This combination has shaped much of my work: I am comfortable not only with language, tone, and style, but also with technical systems, software interfaces, structured documentation, variables, tags, terminology, and the practical constraints that often come with localization projects.

Before focusing on games, I worked with a wide range of technical and editorial content, including IT and telecom articles, technical documentation, operating instructions and manuals, SOPs for pharmaceutical production and safety data sheets, quality manuals and quality standards, enterprise software such as SAP, and language-learning courses translated from German into Russian. I also translated five non-fiction books into Russian, which gave me extensive experience with long-form texts, authorial voice, terminology, consistency, and maintaining quality across very large volumes of material.

Since 2007, video game localization has become my main specialization. Over the years, I have worked on more than 300 games across PC, console, and mobile platforms as a translator, editor, and LQA tester. These projects have included games of very different genres, sizes, and production models — from small indie titles to large long-term localization projects with hundreds of thousands and even millions of words.

My broader translation background helps me approach game localization not as isolated strings, but as a complete player-facing experience. I pay close attention to context, UI clarity, terminology, character voices, genre conventions, consistency, and how the text actually works in the game. My goal is always the same: to make the Russian version feel natural, coherent, and carefully polished, so that players can focus on the game rather than the translation.

Why Russian Localization Matters

Russian remains one of the largest languages on Steam. According to the Steam Hardware & Software Survey for July 2026, Russian accounts for 9.30% of users, making it the third-largest Steam interface language after English and Simplified Chinese. Steam also reports over 132 million monthly active users across 250 countries. Applied to that figure, the 9.30% Russian-language share suggests roughly 12 million monthly active Steam users. Russian also reaches far beyond one country. A well-made Russian localization can serve players across the CIS region, Central Asia, Eastern Europe, and Russian-speaking communities worldwide.
9.30% of Steam users
~12M+ monthly active users by rough estimate
Consumer language research supports the same broader point. CSA Research’s “Can’t Read, Won’t Buy – B2C” study, based on a survey conducted from November 2019 to January 2020 with 8,709 consumers in 29 countries, found that 76% of online shoppers prefer buying products with information in their native language, while 40% will not buy from websites in other languages.

Games are not ordinary online products, but the principle is highly relevant: language affects trust, comprehension, engagement, reviews, retention, and purchasing decisions. A good Russian localization can make a game more accessible, more understandable, and more commercially viable for a large Russian-speaking audience.

For many players, localization is not just a comfort feature. It affects how easily they understand a store page, get through the first minutes of play, follow tutorials, read UI and item descriptions, connect with the story, and decide whether the game feels worth their time and money.

A successful localization can also keep working outside the game itself. Memorable lines, jokes, streamer reactions, community posts, and memes can continue to circulate long after release, increasing recognition even among people who have not played the game yet. This effect matters because the Russian-speaking online audience is large: Internet World Stats data cited in an open-access study estimated 116 million Russian-language internet users as of March 2020, while DataReportal reported 136 million internet users in Russia alone in October 2025. English-language jokes and quotes rarely travel as far in Russian-speaking communities as lines that players can immediately read, repeat, adapt, and share in their own language.
My goal is to help developers turn Russian localization into a real growth tool: to help Russian-speaking players discover, understand, enjoy, discuss, and buy their games more easily. I want the Russian version to feel native in-game — clear, consistent, polished, and alive — while helping my clients expand their audience, strengthen player engagement, and increase revenue from markets they might otherwise leave underdeveloped.

My Localization Workflow

Good game localization is not just about replacing English or German words with Russian ones. It is about making the game work for players in another language: the interface must be clear, the tone must feel right, the terminology must stay consistent, and the text must sound as if it belongs inside the game.

After many years in localization — as a translator, editor, LQA tester, and sometimes localization manager — I have developed a workflow that helps me avoid the usual traps of game translation and deliver a Russian version that feels coherent, natural, and ready for players.
  • Context First
    Whenever possible, I start with the game itself: playing a build, watching gameplay, reviewing screenshots, studying the Steam page, and checking existing terminology. Even a few hours of real context can make dozens of translation decisions more accurate.
  • Translation & Editing
    I translate the game text myself, paying close attention to tone, meaning, UI clarity, character voices, tags, variables, length limits, and player-facing context. When questions come up, I prefer to clarify them with the developers rather than guess silently.
  • Developer Feedback
    Good localization often requires communication. I provide clear questions, comments, bug reports, screenshots, and practical suggestions when something in the source text, UI, or implementation needs clarification or improvement.
  • Consistency Review
    For larger projects, consistency becomes a task of its own. I check terminology, item names, skills, mechanics, character voices, lore, repeated UI phrases, and system messages so the Russian version feels like one coherent whole.
  • LQA / In-Game Testing
    Some problems only become visible inside the game: text overflow, broken line breaks, wrong context, missing gender or number agreement, broken variables, awkward UI phrasing, and other localization bugs that affect the player experience.
  • Supporting Materials
    At the end of the project, I provide more than translated
    files: glossaries, style guides, changelogs, and context notes. These materials help keep the Russian version consistent during updates, DLCs, patches, and future handovers.

One Responsible Owner

Working directly with one dedicated specialist can make a real difference. Large localization agencies are often necessary for huge multilingual pipelines, and I know that workflow well from the inside. But every additional layer — translators, editors, reviewers, project managers, QA teams, external vendors — can also dilute responsibility and make it harder to maintain one clear Russian voice.
Who's better — one profi vs a team
When you work with me directly, the Russian localization has one responsible owner from start to finish. I can translate, edit, polish, test, maintain terminology, ask context questions, react quickly to changes, and keep the whole text consistent across the project. The result is not just a translated game, but a Russian version with a clear voice, coherent terminology, and fewer chances for important details to get lost between production stages.

I understand that ideal conditions are not always possible. Sometimes there is no playable build, the schedule is tight, the budget is limited, or some stages have to be simplified. Even then, I build the best possible workflow around the actual project constraints — with the same goal every time: to make the Russian localization accurate, natural, consistent, and genuinely useful for both players and the client.


My Services

I provide full-cycle Russian game localization services for PC, console, and mobile projects — from translation and editing to terminology management, LQA, and long-term support for updates and DLCs.

Depending on the project, I can take responsibility for the Russian version from start to finish or join an existing localization pipeline at a specific stage. In both cases, my goal is the same: to make the Russian text accurate, natural, consistent, and ready for players.

At the end of the project, I can deliver not only the translated files, but also the supporting materials needed to keep the localization manageable in the future: a glossary, term base, style guide, changelog, context notes, translator comments, and issue reports where needed.

Depending on the project, not every client needs the full localization cycle. Some teams already have translators and only need editing or LQA; others need help with terminology, consistency, or an audit of an existing Russian version. That is why I can either handle the entire Russian localization process or support specific stages where extra expertise is needed.
Translation
English-to-Russian and German-to-Russian localization for game content of all kinds: UI, tutorials, dialogue, quests, items, skills, achievements, system messages, lore, Steam pages, store texts, update notes, and other player-facing materials — including long-term support after release.
Editing, Proofreading & MTPE
Editing, proofreading, and post-editing of existing Russian translations or machine-translated drafts. I focus on accuracy, readability, tone, terminology, consistency, UI clarity, line-length limits, variables, placeholders, tags, gender, number, and other dynamic text issues — so the final text sounds natural and works correctly in-game.
Glossary & Style Guide Creation
Creation of project-specific glossaries, term bases, style guides, and reference materials covering tone of voice, terminology, character names, recurring phrases, naming conventions, and other localization decisions. For Russian, I also include practical usage notes: case forms, gender, number, derived adjectives, required prepositions, and other details needed to use key terms correctly in context.
LQA / In-Game Review
In-game localization review to catch issues that are hard to see in spreadsheets: text overflow, awkward line breaks, wrong context, broken variables, gender or number mismatches, inconsistent UI phrasing, and other player-facing localization bugs.
Terminology & Consistency Management
Even with good term bases, translation memories, style guides, and CAT workflows, large multi-translator projects can still accumulate inconsistencies. I use CAT tools, term-base checks, search patterns, and AI-assisted analysis to find terminology mismatches, conflicting translations, stylistic drift, and other issues — then polish the Russian text.
Localization Audit
Review of an existing Russian localization before release or after player feedback. I identify major issues, explain how they affect the player experience, suggest improvements, and estimate what is needed to bring the text to a higher standard.

Selected Experience

Over the years, I have worked on more than 300 games across PC, console, and mobile platforms — as a translator, editor, LQA tester, and sometimes localization manager.

These projects have included indie games, mobile F2P titles, long-running live-service projects, RPGs, adventure games, strategy games, simulations, platformers, metroidvanias, and many other types of games. I have worked with UI, tutorials, quests, dialogue, item and skill descriptions, lore, achievements, system messages, events, store pages, update notes, and marketing materials.

Not every project can be shown publicly because of NDAs and agency workflows. Still, some games have stayed with me more than others — because of their atmosphere, writing, production scale, unusual localization challenges, or simply because they were especially interesting to work on.

Below are a few selected examples.
Assassin’s Creed: Brotherhood & Revelations
While working at Akella, one of Russia’s biggest video game publishers at the time, I helped localize Assassin’s Creed: Brotherhood and Assassin’s Creed: Revelations into Russian. Both games required deep immersion in their historical settings — Renaissance Italy, Constantinople, the Assassin–Templar mythology, and the many cultural and linguistic details behind the series.
Assassin’s Creed Brotherhood and Revelations Russian localization experience
One of the parts I remember best was working with Ezio Auditore’s minstrel songs. They needed rhythm, humor, theatrical flair, and a mischievous voice — not just a literal translation. The Russian version of those songs remains a quiet source of pride for me to this day, and the project is still one of the highlights of my work in game localization.

Expeditions: Viking
Expeditions Viking Russian localization experience
This game follows the story of a Viking leader who gathers a party, travels, fights, negotiates, and tries to survive around 790 AD. The project involved roughly 250,000 words of text, including heavily branching dialogue and a large cast of characters. It demanded immersion in the period, with references to the Eddas and Hávamál woven into the story.
One of the key challenges was avoiding Latin-derived vocabulary in the speech of Norse characters in order to preserve the cultural and linguistic feel of the setting. I also had to watch closely for words that carried the wrong cultural associations: even terms like “Saturday” or “Sunday” have biblical or Christian echoes in Russian and could feel out of place in a Norse context. It was one of the most difficult and fascinating projects I have worked on.
Blasphemous 1&2
With Blasphemous 1 and 2, the key challenge was preserving a highly distinctive atmosphere rooted in the religious and cultural imagery of medieval Spain. A straightforward modern Russian rendering would not have been enough to support that tone. To recreate the same sense of ritual gravity and historical
Blasphemous localization experience
depth, I used vocabulary and stylistic elements associated with Church Slavonic, one of the predecessors of modern Russian. This allowed the translation to echo the sacred, archaic quality of the original while still functioning naturally in a game context. The difficulty lay in choosing how far to push that register without sacrificing readability. It was a careful process of stylistic calibration rather than simple translation.
The Abbey
The Abbey Russian localization experience
Another project I remember from my Akella years is The Abbey, a medieval monastery murder mystery in the spirit of Umberto Eco’s The Name of the Rose. Eco has long been one of my favorite writers, so this was exactly the kind of game I was happy to work on. The localization had its own peculiar pleasures and traps: monks, theology, old books, Latin quotations, and just enough medieval
atmosphere to keep a translator on their toes. I tried to keep the Russian text clear and playable, but without sanding off the scholastic, slightly dusty charm of the setting. Elena Kostyukovich’s brilliant Russian translation of Eco’s novel was a very useful compass here, especially for tone, terminology, and the broader cultural feel.
Seven: The Days Long Gone
Seven: The Days Long Gone stood out to me because of its unusual world: a distant future full of old ruins, advanced technology, strange factions, criminal slang, and invented terminology. Localizing it meant constantly balancing clarity with atmosphere — making neologisms, item names, quests, UI text, and character voices understandable in Russian without flattening the game’s distinctive tone. It was one of those projects where the world itself seemed to have its own language.
Seven The Days Long Gone Russian localization experience

Let’s Talk About Russian Localization

Planning a Russian localization for your game, looking for an editor, or need an LQA pass before release? Feel free to contact me directly.

I work with developers, publishers, localization teams, and agencies on PC, console, and mobile projects — from full-cycle Russian localization to focused support at a specific stage of production.

To help me understand the project faster, you can include a Steam page, store link, short project description, approximate word count, source language, deadline, current localization status, and the type of support you need.

Contact Details

Email
karlsonx2001@mail.ru

Phone (WhatsApp)
+79032003218

Telegram
t.me/Mogzim1981

WeChat/Teams
maxim_seregin

LinkedIn
https://www.linkedin.com/in/maxim-seregin

Proz.com
https://www.proz.com/profile/2021422

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