Evaluation for game localization.
Measured, not prescribed.

I link LLM AI to game localization, and prove it with eval. 14 years in game studio localization, 8 of them inside the publisher.

What I do

Existing MT metrics cannot see what breaks in game text. In two of the three games I measured, the human-written golden scored worse than a plain machine draft on a generic metric. So I build the evaluation per house, in the client's own terms, and use a high-low model mix so the cost lands where it should.

Writing

Cross-posted from LinkedIn, archived here.

The eval

Not a screenshot. An interactive table you can sort and inspect, with the numbers baked in at publish time.

200 ROWS · 3 ARMS · 600 CALLS · 43 SECONDS · ONE LOCAL CARD
Arm Glossary terms
written as the glossary says
House register
matched
Prompt
tokens
bare model39 of 8013515,720
+ TM neighbours58 of 8016424,805
full stack79 of 80177221,291
the human golden 70 of 80 — —

Register out of 200 rows. The last line is the human translation the arms were scored against: on terminology the wired pipeline is above it, and that is the number a client can check. The token column is the other half of the story, because the last arm costs fourteen times the first. Open the full view, twelve arms with per-check breakdowns. Numbers only, no source text and no translations.

Contact

[email protected] LinkedIn

Mail sent to that address arrives. Replies come from another address for now.