For game studios

Players are everywhere. Your video is not.

Games ship globally on day one while the video around them — trailers, cinematics, dev diaries, tutorials, community updates — usually ships in one language. Octavia localizes all of it without touching the build.

  • 60+ languages
  • One upload, every format
  • Review before anything ships
60+Studio-quality languages
1Upload, every output
~4sSubtitles for a 10-hour video
100%Reviewable before export
The problem

What gets in the way

The specific reasons this content usually stays in one language.

Launch beats localization

Trailer cycles move in days. A localized asset that lands a fortnight later has missed the moment entirely.

Community content never gets localized

Dev diaries and patch videos are high-volume and high-affinity, and almost always English-only.

Tutorials are where players churn

A player who cannot follow onboarding in their own language is a player who refunds.

Capabilities

What Octavia does about it

The parts of the platform that matter for this work, rather than the full feature list.

Cinematics keep their score

Dialogue separation preserves the music and sound design that carry a trailer.

Multi-character dialogue

Distinct voices per character across cinematics and narrative content.

Fast enough for a beat

Turnaround that fits a marketing calendar rather than a localization vendor’s queue.

Tutorials that reduce churn

Onboarding and how-to video in the languages your players actually play in.

Styled captions for socials

Word-level captions for the muted feeds where trailers get discovered.

API and batch

Programmatic submission for studios shipping content continuously rather than per release.

Workflow

How it runs

Four steps from the file you already have to every language you need.

Step 01

Send the cut

Trailer, cinematic, dev diary or tutorial — the finished export is enough.

Step 02

Lock the glossary

Character names, item names, ability names and UI strings pinned to match the localized build.

Step 03

Generate per market

Dubbed audio and subtitle tracks in the languages your player base uses.

Step 04

Ship everywhere

Store pages, storefront trailers, socials and community channels.

Deliverables

What you get back

One upload in, every format you need to publish out.

Dubbed trailers Cinematic dubs Dev diary dubs Translated subtitles Social captions Transcripts
FAQ

Questions worth asking

Including the ones where the honest answer is a limitation.

Does this localize the game itself?

No. Octavia localizes video and audio — trailers, cinematics, dev diaries, tutorials, community and support content. In-game text and voice lines are a separate pipeline. What matters is that the video terminology matches the localized build, which is why the glossary should come from whoever localized the game.

Can terminology stay consistent with the shipped build?

Yes, and it should be sourced rather than invented. Load character, item, ability and UI names from the game’s own localization so a tutorial never calls something differently from the menu the player is looking at.

What about long unscripted dev diaries?

They localize well when audio is clean and turn-taking is reasonably structured. Two developers talking over each other on a shared microphone is the hard case — separate tracks per speaker at capture makes an enormous difference to what is achievable later.

Which languages should a studio start with?

Follow your own telemetry rather than general market size. Player language settings, storefront traffic and support ticket languages tell you exactly where comprehension is currently costing you, which is usually not the list a marketing plan would guess.

Further reading

Go deeper

Practical guides from the Octavia editorial team.

More audiences

Who else uses Octavia

The same engine, pointed at a different kind of work.

Ship the video as globally as the game.

Start with the launch trailer and the first hour of onboarding, in the languages your players already play in.