Interface and system
Button labels, error messages, settings, confirmation dialogs, hints and tooltips. We respect character limits and the conventions of the original studio.
Professional localization · BrierStudios
Brier Translations is the video game localization service of the studio. We work Spanish on the engine itself — Unity, Addressables, Unity Localization and similar — with reproducible verification of every delivery.
Scope
On-screen text, narrative and functional copy. We work on the actual game assets, not on a parallel spreadsheet the engine will never read.
Button labels, error messages, settings, confirmation dialogs, hints and tooltips. We respect character limits and the conventions of the original studio.
Conversations, objective descriptions, narration and internal log. We adapt tone and register to the project's voice without literal word-for-word translation.
Object names and descriptions, achievements, step-by-step tutorials, in-world signage and the auxiliary text players end up reading.
Steam page copy, patch descriptions, version notes and short-form messages when the client requests them.
In-game manuals, help popups, internal codex and narrative documents that appear on screen.
The current focus is Spanish (es-ES and LATAM when requested). Other languages can be scoped case by case through a verified collaborator network.
Why BrierStudios
Most localization projects stop at the spreadsheet. We go all the way to the game binary and confirm that what we deliver loads and reads correctly in the engine.
When the game runs on Unity Addressables, we can extract content with UnityPy, rebuild bundles with unique CAB/PathIDs, patch the catalog and verify the load. We don't deliver a spreadsheet and leave — we deliver a reproducible patch on the game's assets.
Every delivery is checked with evidence, not by eye. Extraction, reconstruction, patching and load are separate steps with automated validation. What doesn't pass the check doesn't leave the studio.
Good Spanish for a game is not word-for-word translation. It carries the same register, the same emotional load and the same legibility it would have if the original team had written directly in Spanish.
Real cases
Projects carried out on each game's actual assets, with the scope, version and evidence appropriate to each case.
Full localization of all three text layers — UI, dialogue and quest journal — with end-to-end verification and play-tested confirmation.
Spanish localization of v0.2.2.2 Alpha on Unity Localization and Addressables. The game remains in active development, so the work covers one specific version.
The game uses Unity as engine, Addressables as the streaming asset loader and Unity Localization as the internationalization layer. On top of that stack, we localized the full text across three distinct layers, each backed by its own subsystem inside the engine.
Layer 1 · UI and menus. 8,742 entries spread across 25 StringTables: interface labels, error messages, settings, inventory, items, achievements and tutorials. Pipeline: extraction with UnityPy, reconstruction of Addressables bundles with unique CAB and PathIDs, catalog patching with a proprietary tool in C#/.NET, end-to-end validation.
Layer 2 · Dialogue. A subsystem completely separate from menus: Dialogue System for Unity (PixelCrushers), with its own database (DialogueDB). 45,975 translatable text fields in character dialogue (out of a gross 48,813 entries — the rest are internal labels invisible to the player, filtered by criteria: proper nouns, Lua script tokens, and studio-side debug text). We built a new DialogueDB_es.asset from scratch (Unity binary bundle, fresh CAB and references) and registered it in the Addressables catalog — same engineering rigor as the UI layer, applied to a localization subsystem that lives entirely on its own. This is also where we found and fixed a subtle integrity bug: Unity's engine verifies the CRC of the already-decompressed bundle content on load, not that of the compressed file on disk — a discrepancy that was breaking Spanish dialogue loading until we diagnosed it with real evidence from the game's log.
Layer 3 · Quests and objectives. A third text system, distinct from the previous two: quest and objective titles (PixelCrushers.TextTable), 173 entries spread across 19 tables. These titles were duplicated in two locations of the game: one in the Addressables system (safe, additive) and the other baked directly into the Unity engine's central data file (resources.assets, 34 MB, the container that loads absolutely everything in the game). We patched the second with exhaustive byte-by-byte verification: out of 32,156 total objects in that file, we confirmed the 32,137 objects unrelated to the translation remained byte-identical to the original — only the 19 target objects changed.
Warm, colloquial tone. The game asks for a close voice, not a distant one. We adapted lines to feel like something the team would have written directly in Spanish, keeping the jokes, the exclamations and the rhythm of the original.
Final verification. The result was confirmed by playing, not just by reviewing files: a complete, end-to-end translation — menus, all NPC dialogue, quest journal, codex, and the game's opening cinematic.
What we don't claim. This page describes the work performed, not that the game already has an official Spanish patch published. The public release status is controlled by the publisher; here we only describe what we can back up with technical evidence.
Real samples
Key / original / Spanish pairs taken straight from the work delivered. Keys are the project's own.
Settings_Localization_LabelEN: "Language"
ES: "Idioma"
Title_PressAnyKeyEN: "Press Any Button"
ES: "¡Pulsa cualquier botón!"
Prologue_001_01_btEN: "Chase after the peculiar white cat!"
ES: "¡Persigue al peculiar gato blanco!"
Inventory_Tooltip_HoldEN: "Grab"
ES: "Coger"
newtrain_00_titleEN: "Tunnel's Strange Phenomenon"
ES: "El misterio del túnel"
How we work
Each step has a verifiable deliverable. We don't move to the next step until the current one passes its own check.
We read the engine, the localization system, the table formats and the character limits. Output: a scope report signed by both sides listing what is in and what is not.
We extract the editable content into workable formats (CSV, JSON or whatever the client prefers). When the engine allows it, we leave tooling ready for iteration.
Translation with agreed tone, an internal project glossary and an external glossary when the studio has one. Cross-review to keep register consistent across lines.
We rebuild the game assets in the format the engine expects. In the Addressables case: bundles with new CAB/PathIDs to avoid collision with the original.
The game loads the localization. Each entry appears where it should. No bundle is left orphaned. No console warnings.
Delivery with version notes and, when the studio needs it, a short support window for adjustments during integration.
Who it's for
The profile we work best with: small or mid-sized teams with a serious game in progress, no internal localization department, who want a vendor that understands the engine and not only the language.
The game is in a playable phase with definitive or near-definitive text, the engine uses a standard or semi-standard localization system (Unity Localization, custom CSV, internal JSON, etc.), and you need a Spanish version that loads without the team having to fight the tool.
Text changes daily without an owner, there's no one on the studio side who can approve a final version before integration, or what you really need is just "a quick translation" with no technical verification step.
Next step
The first contact is a short call where we look at the project together, answer doubts and decide if it makes sense to continue. We don't ask for information we won't use.
The studio's contact form routes this kind of inquiry as a project inquiry. Describe the game, the engine and the text status. The more concrete, the more useful the answer.