localize

localize is a skill for Claude Code, Codex from Donchitos/Claude-Code-Game-Studios. It costs 50 tokens per session (4,242 once invoked), scanned A, original, MIT.

A process for preparing a game for different languages and regions. It covers finding text, managing translations, checking cultural issues, adapting voice-over, and testing right-to-left languages.

In plain words
What is it for?
Use it to extract and validate game text, track language coverage, review cultural details, prepare voice-over localization, and test localized interfaces.
Why use it?
It helps prevent untranslated text, broken layouts, unsuitable wording, and regional issues that can confuse players or delay release approval.

Skill for Claude CodeCodex

About the project

Claude Code Game Studios is a setup that organizes Claude Code into a coordinated game-development team of specialized AI agents. It supports game projects across design, programming, art, audio, narrative, quality assurance, and production, with skills and workflows for coordinating that work.

Donchitos/Claude-Code-Game-Studios · 24,822 stars · on GitHub

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/donchitos/claude-code-game-studios/localize
Any agent
npx skills add Donchitos/Claude-Code-Game-Studios --skill localize
Clone the repo
git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios

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 localize

README.md
[![agentmods](https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/localize.svg)](https://agentmods.dev/skills/donchitos/claude-code-game-studios/localize)
Your own site
<a href="https://agentmods.dev/skills/donchitos/claude-code-game-studios/localize"><img src="https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/localize.svg" alt="Measured on agentmods" height="20"></a>
Per session 50 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,242 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 $0.00050 $0.04242
Opus 5 $0.00025 $0.02121
Sonnet 5 $0.00010 $0.00848
Haiku 4.5 $0.00005 $0.00424

Measured yesterday against content hash 781f60f1c425, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

localize 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 yesterday.

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.

Origin

Copies of this mod

4 near-identical copies found in the catalogue:

  • localize — 97% identical, 3 lines differ
  • localize — 97% identical, 7 lines differ
  • localize — 97% identical, 1 lines differ
  • localize — 88% identical, 57 lines differ
.claude/skills/localize/SKILL.md · 442 lines

How it starts

The opening of the file, as written. The whole thing — 442 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Localization Pipeline

Localization is not just translation — it is the full process of making a game feel native in every language and region. Poor localization breaks immersion, confuses players, and blocks platform certification. This skill covers the complete pipeline from string extraction through cultural review, VO recording, RTL layout testing, and localization QA sign-off.

Modes:

  • scan — Find hardcoded strings and localization anti-patterns (read-only)
  • extract — Extract strings and generate translation-ready tables
  • validate — Check translations for completeness, placeholders, and length
  • status — Coverage matrix across all locales
  • brief — Generate translator context briefing document for an external team
  • cultural-review — Flag culturally sensitive content, symbols, colours, idioms
  • vo-pipeline — Manage voice-over localization: scripts, recording specs, integration
  • rtl-check — Validate RTL language layout, mirroring, and font support
  • freeze — Enforce string freeze; lock source strings before translation begins
  • qa — Run the full localization QA cycle before release

If no subcommand is provided, output usage and stop. Verdict: FAIL — missing required subcommand.


Phase 2A: Scan Mode

Search src/ for hardcoded user-facing strings:

  • String literals in UI code not wrapped in a localization function (tr(), Tr(), NSLocalizedString, GetText, etc.)
  • Concatenated strings that should be parameterized
  • Strings with positional placeholders (%s, %d) instead of named ones ({playerName})
  • Format strings that mix locale-sensitive data (numbers, dates, currencies) without locale-aware formatting

Search for localization anti-patterns:

  • Date/time formatting not using locale-aware functions
  • Number formatting without locale awareness (1,000 vs 1.000)
  • Text embedded in images or textures (flag asset files in assets/)
  • Strings that assume left-to-right text direction (positional layout, string assembly order)
  • Gender/plurality assumptions baked into string logic (must use plural forms or gender tokens)
  • Hardcoded punctuation (e.g. "You won!" — exclamation styles vary by locale)

Read the full file on GitHub · 442 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. yesterday First seen · 442 lines · 50 tokens per session scan A 781f60f1c425

Subscribe to this mod's changes

localize is a skill published in the GitHub repository Donchitos/Claude-Code-Game-Studios (24,822 stars, last pushed 3mo ago), licensed MIT. It adds 50 tokens to every session and 4,242 once invoked, about $0.0003 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 2026-09-03.

Related

Other skills, from other repositories

game-design-book-translator

用于翻译、润色、整理或质检英文游戏设计、游戏研发、系统设计、UX、Game Studies 与设计理论书籍、章节、PDF、OCR、Markdown、图表、图注和术语表;强调专业术语、中文可读性、图片结构与版权边界。Use for professional game-design translation and QA.

DY-2026/GameDesignOS · 81 tokens

i18n-locale-fill

Fill pending i18n rows across every locale for World of ClaudeCraft, the release-time workflow. Use when the release-tier gate (I18NRELEASETIER=1) fails on pending rows, when asked to translate or fill locales, overlays, or matcher DICTs, or when preparing a release branch whose registry still has pending entries.…

levy-street/world-of-claudecraft · 127 tokens

maintaining-modding-environments

Use after first-run for ongoing modpack maintenance: update/install KB packs, author or register custom/mod KB packs, maintain localization glossary KBs for translator use, prune KB cache, health-check the environment, version-pin KB/tooling, or handle recurring BGS modding environment care.

hashgraph-online/awesome-codex-plugins · 65 tokens

using-bgs-translator

Use when the user wants to translate a Bethesda Game Studios plugin (.esp/.esm/.esl) with bgs-translator/xtl, create or inspect a translation project, run LLM batch translation, generate prompt previews, or export SST/XML for xTranslator. Triggers - "translate this mod", "汉化这个 mod", "localize plugin", "build SST"…

hashgraph-online/awesome-codex-plugins · 94 tokens

dialogue-systems

Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner. Engine-neutral. Use when the user mentions dialogue system, branching dialogue, conversation tree, choices, Ink…

gamedev-skills/awesome-gamedev-agent-skills · 75 tokens

localization

Use when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+.

jame581/GodotPrompter · 42 tokens