Arabic Game Localization, Engine-Level

Where Arabic actually renders.

Most Arabic localization stops at a CSV handoff and breaks at runtime. I work at the engine level — Unity TMProOld via reflection, GameMaker 1.x, C++/Lua, Switch MSBT, Divinity 4 — pairing a multi-agent pipeline with engine-level integration on projects most vendors decline.

6 Games
2.97M Words
Nexus Mods
& mod.io
Published
Discuss your build

Featured Work

Flagship

Baldur's Gate 3 — Full Arabic Localization (Fan Mod)

Divinity 4 wasn't built for Arabic. Now it renders it correctly.

Most Arabic mods for Western RPGs fail at the same place: runtime. The translation files exist; the engine renders them as disconnected letters, reversed words, or fallback-font boxes where the shaper gave up. The work was done — the engine just doesn't know what Arabic is.

Divinity 4, Larian's proprietary engine, was built for left-to-right scripts. Making it render Arabic correctly meant engine-level integration: bidirectional text, contextual letter shaping, RTL handling in UI, and font work to preserve the original visual feel. That happened alongside translation, not after handoff.

A multi-agent pipeline produced the draft at scale. Engine integration ran in parallel — bidirectional text, contextual letter shaping, RTL handling in UI, font work. 2.5 million words moved through the workflow in four days. The mod renders the way the game was meant to read — which is the bar that matters.

Words
2.5M
Timeline
4 days
Engine
Divinity 4
Scope
Engine integration
Status: Publishing on mod.io · [MOD_IO_LINK]

Hades II — Full Arabic Localization (Fan Mod)

~400,000 words of Arabic on Supergiant's proprietary C++/Lua engine.

Supergiant ships on a proprietary C++/Lua stack with no Arabic pipeline — strings sit next to game logic, fonts are bound at build time, and the existing localization layer wasn't built for RTL or Arabic glyphs. Going to a full Arabic build meant engine-level integration, not a file swap.

Roughly 400,000 words translated and shipped end-to-end through the hybrid localization workflow, with engine integration running in parallel: dialogue, UI, system messages, fonts, RTL behavior — all of it inside the build, not handed back as a CSV. Published on Nexus Mods as a fan project. Confirms the BG3 work isn't a one-off; this is the same engine-level approach at full RPG scale.

Words
~400K
Engine
C++/Lua
Status
Nexus Mods
Status: Published on Nexus Mods · [NEXUS_HADES2_LINK]

The Legend of Zelda: Tears of the Kingdom — Full Arabic Localization (Fan Project)

47,000 MSBT entries translated and reintegrated on a closed Switch format.

MSBT is Nintendo's proprietary binary format used across first-party Switch titles. No off-the-shelf toolchain handles Arabic inside it — strings are length-prefixed, encoded for Nintendo's runtime, and break the moment you touch them without understanding the structure. Off-the-shelf localization tools don't reach this far.

47,000 entries parsed out of MSBT, translated through the hybrid localization workflow, and reintegrated cleanly so the game loads them at runtime — length-prefix preserved, encoding intact, RTL behavior correct in-build. Published as a fan project. The work demonstrates reach into closed proprietary formats most vendors won't touch — the same format-level commitment that real engine-level Arabic actually demands.

Entries
47K MSBT
Format
Switch (proprietary)
Status
Published
Status: Published · [TOTK_LINK]

Undertale — Full Arabic Localization (Fan Mod)

Full Arabic localization on GameMaker Studio 1.x — a localization-hostile engine.

GameMaker Studio 1.x has a deserved reputation for fighting localization. Strings are baked into compiled data files, the runtime doesn't expose a clean text layer, and font handling assumes Latin glyphs. A lot of indie titles still ship on GameMaker, so pretending the engine doesn't exist isn't an option for serious Arabic work.

Full localization end-to-end: string extraction from the data files, font work for Arabic glyphs, RTL handling, translation through the hybrid localization workflow, and clean reintegration into the GameMaker runtime. Published as a fan mod. Proves the engine list in the hero isn't aspirational — GameMaker 1.x ships Arabic when someone is willing to do the engine work it requires.

Engine
GameMaker 1.x
Scope
Full localization
Status
Published
Status: Published · [UNDERTALE_LINK]

Outer Wilds — Full Arabic Localization (Fan Project)

Arabic added to a localization stack that wasn't built to accept it.

Mobius Digital ships Outer Wilds with roughly eleven official languages. Arabic isn't one of them. The localization stack is closed — XML-driven, asset-bundle-bound, with no hook for an RTL language the game was never designed to accept. Adding Arabic meant pushing a non-supported language into that stack from outside.

The work was three-fold: matching Unity 2019.4.27f1 exactly so font asset bundles load (any other build version and they fail), writing a custom RTL fixer function inside the game's XML localization API, and running the full translation through the hybrid localization workflow. Published as a fan project. Engine-level Arabic on a stack whose own localization system never planned for it.

Engine
Unity 2019.4.27f1
Approach
Custom RTL fixer
Status
Fan project
Status: Published · [OUTER_WILDS_LINK]

Hollow Knight: Silksong — Post-Update Repair & Alignment

Diagnosing and repairing an Arabic mod after a Team Cherry update broke compatibility.

A Team Cherry game update broke the existing Arabic mod for Silksong. The translation itself — produced by Play in Arabic — was intact, but the runtime hooks for RTL and alignment no longer matched the new build. The mod stopped working until someone reverse-debugged what changed and shipped fixes against the updated version.

That's the work this case study covers: alignment fixes and post-update repair across 39 iterations of SilksongRTL.dll, from broken to shipping again on the current build. Translation credit belongs entirely to Play in Arabic. The repair skill is its own discipline — and the exact problem any studio hits when a patch breaks their shipped Arabic build.

Iterations
39 builds
Engine
Unity TMProOld
Translation
Play in Arabic
Status: Public release · [SILKSONG_LINK]

How I Work

01 / Workflow

The Workflow

Translation runs through a multi-agent pipeline — a structured drafting system with multiple specialized passes, engineered for scale and consistency across thousands of strings. This is one stage of a larger, hybrid workflow.

The load-bearing stages come after: engine integration and technical QA. Drafting produces text; the rest of the pipeline is what makes that text ship correctly inside a game.

02 / Integration

Engine Integration

Engine integration runs in parallel with translation, not after handoff. The work happens inside the build: RTL behavior, font selection and fallback, character encoding, tag and variable preservation, and format-level work for closed binaries — Unity asset bundles, Switch MSBT, GameMaker data files, custom containers.

This is where most Arabic builds break, and where most localization vendors stop at a CSV. A string that translates cleanly in a spreadsheet still has to render correctly at runtime; getting it there is the part of the service that justifies the rest.

03 / QA & Maintenance

Technical QA & Maintenance

QA is a runtime check on the technical layer: does Arabic render, does it align, does the line break, does the font fall back, does the tag survive the engine. Reading text in isolation doesn't catch what only surfaces in a running build. Every project includes 30 days of technical maintenance after launch at no additional cost — if a patch breaks rendering, if a build update surfaces a regression, fixes are included. Beyond 30 days, maintenance continues on a paid retainer.

This is technical maintenance, not linguistic. A line that reads awkwardly post-launch is a separate scope, not a defect.

Service tiers and add-ons are below.

Services

Three engagement models, sized to where the build actually is.

Entry · Pilot

Pilot

Engine-integrated evaluation

For studios evaluating whether engine-level Arabic localization is worth committing to. 1,000 words translated, integrated into your build, and run through technical QA — RTL rendering, font fallbacks, string overflow, glyph shaping. Includes 30 days of post-launch technical maintenance. Delivered in 7 days.

$400 flat · 1,000 words

Start a pilot
Default

Full Localization

End-to-end engagement

The default engagement model. Full script translated through the hybrid localization workflow, integrated at the engine level, and run through technical QA across menus, dialogue, UI, and edge cases. Includes 30 days of post-launch technical maintenance. Timeline scopes to wordcount and engine — most projects land between 4 and 10 weeks.

Scoped per project

Discuss your build
Time-critical

Rush Delivery

Under-two-week turnaround

For time-critical drops — patches, ports, and launches inside a two-week window. Every rush starts with a scope review: I look at the build, the wordcount, and the engine before committing. Same engine-level integration and technical QA as the full tier. Includes 30 days of post-launch technical maintenance.

Available upon scope review

Request a scope review

Paid add-ons

Linguistic review pass

An editorial pass not included in the default workflow. For studios who want a review layer on top of the multi-agent pipeline output. Available by request, scoped per project.

Maintenance retainer

Ongoing technical support past the included 30-day window. Monthly retainer covers RTL regressions, font issues, and build-incompatibility fixes triggered by patches and engine updates.

The market that justifies this is below.

Why Arabic?

MENA-3 gaming revenue — Saudi Arabia, UAE, and Egypt combined — reached $2.2B in 2025, up 8.5% from $2.0B the year before, per Niko Partners. UAE adult gamer ARPU sits at $84.60 (Niko Partners, via ECI Games), among the highest globally for adult gamer revenue per user. Saudi Arabia's Public Investment Fund has committed $38 billion to gaming through Savvy Games Group, and Saudi Arabia alone accounts for more than half of MENA-3 revenue. The country counted 23.5M active gamers in 2025 (GAMR), and Niko's 5-year forecast puts MENA-3 at $2.8B by 2029.

Arabic isn't a supported Steam interface language, so MENA demand doesn't surface in default analytics dashboards — which means studios shipping Arabic early are first-movers in their genre by default.

That's the market. The rest of the site is about the person doing the work, and how to start a project.

I'm Hesham, based in Saudi Arabia. Every project on this site was run by me — translation, engineering, QA, final build. No subcontractors, no handoffs. The queue stays small on purpose: one or two projects at a time, scope locked before a contract is signed. If a job is too big for one person, I'll say so before you commit.

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