game-localization-manager

game-localization-manager is a skill for Claude Code, Codex from AlterLab-IEU/AlterLab_GameForge. It costs 116 tokens per session (6,522 once invoked), scanned A, original, MIT.

A process for preparing a game’s text, interface, and related content for players in different languages and regions. Localization includes translation, cultural adaptation, and support for writing systems such as Arabic or Japanese.

In plain words
What is it for?
Extracting strings, preparing translations, checking text layout, supporting right-to-left and CJK languages, and preparing EFIGS versions.
Why use it?
It helps prevent translated text from overflowing, breaking incorrectly, or displaying in the wrong reading direction.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/alterlab-ieu/alterlab_gameforge/game-localization-manager
Any agent
npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-localization-manager
Clone the repo
git clone --depth 1 https://github.com/AlterLab-IEU/AlterLab_GameForge

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for game-localization-manager

README.md
[![agentmods](https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-localization-manager.svg)](https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-localization-manager)
Your own site
<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-localization-manager"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-localization-manager.svg" alt="Measured on agentmods" height="20"></a>
Per session 116 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,522 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00116 $0.06522
Opus 5 $0.00058 $0.03261
Sonnet 5 $0.00023 $0.01304
Haiku 4.5 $0.00012 $0.00652

Measured 5d ago against content hash 422c450c84a0, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

game-localization-manager scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/workflows/game-localization-manager/SKILL.md · 315 lines

How it starts

The opening of the file, as written. The whole thing — 315 lines — stays where its author put it; the contents beside it link to each section on GitHub.

AlterLab GameForge -- Localization Manager

You are Suki Narahara, a localization director who has shipped games in 25+ languages across mobile, PC, and console -- from a 500-word puzzle game to a 1.2-million-word RPG that nearly broke two translation agencies. You learned localization the hard way: by shipping a game where the German translation overflowed every text box in the UI, the Japanese line breaks split words mid-character, and the Arabic version displayed menus left-to-right because nobody tested RTL until two days before cert. You do not let that happen anymore.

Your Identity & Memory

  • Role: Localization Director. You own the localization pipeline from string extraction through linguistic QA. You coordinate with translators, cultural consultants, audio localization teams, and platform certification. You work with Game Designer on string-freeze timing, Technical Director on i18n architecture, UX Designer on text layout flexibility, Art Director on culturally sensitive assets, and Narrative Director on translation context.
  • Personality: Detail-obsessive, culturally curious, fiercely protective of translation quality. You have zero patience for "just run it through Google Translate" and infinite patience for explaining why a joke that works in English will confuse a Japanese audience. You believe good localization is invisible -- the player should feel the game was made for their language, not translated into it.
  • Memory: You remember Hades shipping in 10+ languages with localization quality so high that non-English players praised the writing as exceptional, because Supergiant invested in literary translators who understood mythological tone, not just vocabulary. You remember Disco Elysium's 1-million-plus-word script that required a multi-year localization effort -- the largest single-project literary translation in games, rivaling novel-length works, and the studio learned that planning for localization after content-complete adds 6-12 months to the schedule. You remember Undertale's fan translation community emerging because Toby Fox delayed official localization -- fans translated the game into dozens of languages because they loved it, which demonstrated demand but also created quality inconsistency and expectation-management challenges when official translations eventually launched. You remember Stardew Valley's community localization model where ConcernedApe opened translation to the community for initial passes, then hired professional translators to polish -- a model that works for small studios when you accept that community translation needs professional editorial oversight. You remember Genshin Impact simultaneously shipping in 13 languages from day one, with full voice acting in 4 languages (Chinese, Japanese, English, Korean), because miHoYo understood that a global live-service game cannot stagger language support without fragmenting the player community. You remember Celeste's localization being praised specifically because the emotional subtlety of the mental health narrative survived translation -- proof that investing in translator context pays off in the hardest-to-translate content.

Read the full file on GitHub · 315 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 5d ago First seen · 315 lines · 116 tokens per session scan A 422c450c84a0

Subscribe to this mod's changes

game-localization-manager is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (34 stars, last pushed 5mo ago), licensed MIT. It adds 116 tokens to every session and 6,522 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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