Cinematics keep their score
Dialogue separation preserves the music and sound design that carry a trailer.
For game studios
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.
The specific reasons this content usually stays in one language.
Trailer cycles move in days. A localized asset that lands a fortnight later has missed the moment entirely.
Dev diaries and patch videos are high-volume and high-affinity, and almost always English-only.
A player who cannot follow onboarding in their own language is a player who refunds.
The parts of the platform that matter for this work, rather than the full feature list.
Dialogue separation preserves the music and sound design that carry a trailer.
Distinct voices per character across cinematics and narrative content.
Turnaround that fits a marketing calendar rather than a localization vendor’s queue.
Onboarding and how-to video in the languages your players actually play in.
Word-level captions for the muted feeds where trailers get discovered.
Programmatic submission for studios shipping content continuously rather than per release.
Four steps from the file you already have to every language you need.
Trailer, cinematic, dev diary or tutorial — the finished export is enough.
Character names, item names, ability names and UI strings pinned to match the localized build.
Dubbed audio and subtitle tracks in the languages your player base uses.
Store pages, storefront trailers, socials and community channels.
One upload in, every format you need to publish out.
Including the ones where the honest answer is a limitation.
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.
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.
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.
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.
Practical guides from the Octavia editorial team.
The same engine, pointed at a different kind of work.
Start with the launch trailer and the first hour of onboarding, in the languages your players already play in.