Élodie BourryGame localization

“Beautifully translated into French. Hats off to the translator.”Steam player · Cucina Stellata ↗

French first, then three more languages for the client.“You can thank Élodie for that.”Damien, CEO of Level Up ↗

No, I'm Not a Human: put forward for the first ATAA video game translation awardATAA Awards 2026

Credits include Dredge, The Alters, Planet of Lana II, Nioh 3, Harry Potter and The Orange BoxSee all 99+ titles ↗

20 years in games, from QA and localization to content and coordinationMy journey ↗

In games since 2006

From first line to final boss

French translation, multilingual coordination, English polish, in-game testing and launch copy for indie studios, straight from the person doing the work.

Language pairEN → FR
In games since2006
Titles99+
Reply48 h

What I can do for your game

Start small, or go all the way

Start here

Launch & marketing copy

The words that get your game noticed, in French, English or both. A Steam page is the most affordable place to start.

Core service

French translation

Full French localization: every line written by me, with your characters' voices, jokes and world intact.

Fix what exists

French review & in-game LQA

Already have a French version? I check it, fix what needs fixing, and see how it reads in the game.

From scratch

In-game writing

Need words, not just a translation? I write in-game text in English or French, in your game's voice.

Small indie project?

Send me your word count and a sample. I'll send you a no-obligation estimate. Not sure how many words? Count them in a click: your files stay on your computer.

More ways I can help

For studios that need more than a translation.

Before translation

Localization-readiness review

I look at your strings, variables and UI before translation starts, so problems get fixed once, not once per language.

After launch

Post-launch French care

Players report text issues on Steam or Discord. I sort the real bugs from the noise and send you the fixes.

English too

English copy editing & polish

English isn't your first language? I make your Steam page and announcements read naturally.

Production support

Localization management & content operations

Several languages, several vendors, one patch day? I keep glossaries, files and reviews in order, so nothing slips.

Get your game loc-friendly · Free kits
Before translation

Loc Prep Kit13 habits that make localization smoother in any language, with a checklist to download.

Get the Loc Prep Kit
Before testing

LQA Debug KitThe debug tools that cut in-game testing hours, with a checklist for your dev team.

Get the LQA Debug Kit

Human-first. Quality-checked.

How a project runs

  1. Share your projectSend your files, a build or a store page, plus some context. You get the scope, price and deliverables before anything starts.
  2. I do the work myselfTranslation, writing, review or testing: I do it myself and ask when the intent isn't obvious. No account manager in between.
  3. Technical and linguistic QATools check terminology, length limits, placeholders and tags. Your NDA decides which tools, AI included, may touch your text.
  4. Final human reviewI check every flag myself, then send you the files and a short QA report.

Questions studios ask

Do you use machine translation or AI?

No machine writes your French: I do. Automated QA and AI-assisted checks flag possible issues, within what your NDA allows, and I review every suggestion myself.

Do you do machine translation post-editing?

Not for a new translation: it doesn't serve your game. Giving a machine draft depth, emotion and character often takes almost as long as writing it, and flat, almost-right text dulls even a careful reviewer's eye. It looks cheaper on the quote, and can end up costing you in reviews and patches.

I'm not against AI: I use it for research, to flag inconsistencies, to catch human slips, or even to build this website! AI should help a human perfect their work, not the other way around.

If your game already has a machine translation, I can still review it and tell you honestly whether fixing it or starting fresh will cost you less.

How do you charge?

Translation is quoted per word, testing and reviews per hour or per project, and the readiness review depends on the size of your game. You get a clear quote before anything starts.

My budget is small. Where should I start?

Start with a French Steam page and launch materials. It's an affordable first step that lets you reach French-speaking players before committing to a full translation.

For games I really believe in, I'm also open to a mix of a reduced rate and a share of revenue. It's case by case, with a clear contract.

Tell me about your project

Do you need a build of the game?

Strictly speaking, no. But I'm a gamer, and playing your game before translating it, even for an hour, always shows in the French. Screenshots or a playthrough video help a lot too. In-game testing does need a build or a key.

Can you work in our tools?

Most likely. I translate in Trados Studio or memoQ, which handle the usual string formats: spreadsheets, XLIFF, JSON, XML and PO. If you use a cloud platform like Crowdin, Lokalise or Phrase, just invite me, usually at no extra cost to you. No tool at all? A clean spreadsheet works perfectly.

Can you handle other languages?

I translate into French only, because that's where I can promise native quality. But I can coordinate other languages with trusted translators, and review your English before it goes out.

Our game already has a French translation. Can you fix it?

It depends on its quality. I start by reviewing a sample, then keep what works and fix the rest. If the French turns out to be machine-made, or needs more fixing than rewriting, I'll tell you honestly: a fresh translation will cost less and read better. I aim for French that reads as if it were written in French, not a patched version. Any in-game testing is scoped with you in advance.

When is a game ready to localize?

Ideally, when the English text is close to final and every string lives outside the code. Beyond that, there's no exam to pass: an experienced translator can work with what you have.

My free checklist gives you a good idea of how ready your game is, and which points will make translation faster and smoother. Not every point is a must.

See the checklist

How fast can you start?

Send me your word count and deadline and I'll reply within 48 hours with next steps, and a quote with a start date as soon as I have what I need (Sundays and public holidays excluded).

Show me your game

A few minutes is all it takes: say hello, answer what you can, and I'll reply within 48 hours (Sundays and public holidays excluded).

Start your brief

Prefer to just write?
Emailhello@elodiebourry.fr
Discordelbo_loc
Free tool · Word counter

How many words is your game?

Drop your string files for a rough word count, without variables, tags or string IDs. For an exact count, I run your files through my translation software when I prepare your quote.

Your files stay on your computer. Nothing is uploaded.

Your text

CSV / TSVExcelJSONXLIFFPOXML / RESX.stringsYAMLTXT

    Your count

    What gets counted
    Only the words players read

    Variables like {player}, %d or {{count}} and tags like <b> or [color] are left out. String IDs and JSON keys are never counted.

    The source column

    In spreadsheets, only one column is counted: the English one, found by its header. Pick another column from the list if needed.

    A rough estimate

    Enough to plan a budget without sending your files to anyone. The exact count comes with your quote.