Skip to content
Back to skills

Game Localization

ASecurity

Use when a game ships or tests multiple locales and string identity, glossary terms, plural/number formatting, glyph fallback, wrapping, layout, key prompts, subtitles, or runtime language switching can become inconsistent.

  • 11 stars
  • 0 votes
  • 0 copies
  • 3 views
  • Added October 23, 2026
ai-agents

Security analysis

A100/100

Scanned October 23, 2026

npx -y skills add jammyfu/open-game-skills --skill game-localization --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Game Localization?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Game Localization
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/jammyfu-game-localization/badge)](https://www.skillsdirectory.com/skills/jammyfu-game-localization)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: game-localization
description: Use when a game ships or tests multiple locales and string identity, glossary terms, plural/number formatting, glyph fallback, wrapping, layout, key prompts, subtitles, or runtime language switching can become inconsistent.
---

# Game Localization

This skill owns **localized string identity, locale selection/fallback, formatting and language-specific content/layout validation**. UI state/focus remains with UI skills; persistent dialogue facts remain with `dialogue-flags`.

## Modes

| Mode | Locale behavior |
|---|---|
| single-locale | one active shipping/test locale but still uses stable string IDs |
| terms-locked | multiple locales with controlled glossary/terminology |
| live-switch | locale can change without restarting the full application/session |

Every translatable entry has a stable string ID independent from source text, translated text and table order. Dynamic values use locale-aware formatting/plural rules; key/controller glyphs come from the active input mapping rather than baked text.

Publish locale fallback chains and font/glyph fallback behavior. Missing strings/glyphs produce inspectable fallback/error evidence; release severity is determined by the project's shipping criteria, not by this skill alone.

Glossary terms, body/display font roles, subtitle/caption strings and layout constraints are explicit. Test long/short strings, CJK/RTL where supported, plural/number/date cases, text scale and device/aspect matrices relevant to the product.

A live language switch updates localized presentation while preserving stable gameplay/save/entity IDs and current logical state. It must not reset combat, quest progress, focus owner or inventory because labels changed.

## Acceptance

For each supported locale, verify stable string ID coverage, fallback/glyph coverage, representative dynamic formatting and critical UI/subtitle layouts. Switch locale at runtime when supported and confirm gameplay/save/focus state is unchanged. Screenshots match the active locale they claim, but screenshots alone are not string-coverage evidence.

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

View all in ai-agents →

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.